Emperor Ing's Forum Posts

  • Yikes, no kiddin'.

  • You have on animation revived finished as a sub event to death = to 1, but if death is equal to 1 then......

    You need a trigger once under the initial death= condition, with the global changed to 0 right after its created. Then on revived finished could be a separate event.

    Umm, I am not sure I followed your advice, but this is what I did:

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/Solution1.jpg">

    And everything now works fine (with the exception of me not being able to change which angle plays during the death animation- which turns into an awkward flip if the player is at 180-degrees, dies, and then instantly flips to 0-degrees for the death animation. I tried setting the animation, but that don't seem to work).

    EDIT: it seems that that was just the odd bug. Because now i run it and the angle is all fixed. Sometimes odd glitches like that crop up in my test-runs.

    It's kinda odd, but with the event sheet I posted on the last page (the wrong previous one), it would create, in the debug, over 90 instances of the main character sprite, and it would glitch up the animation and slow the game down significantly. I really don't know why it would do that, but I'm glad at the least I have a workable (for now? I hope!) solution.

    In a dev-bloggish fashion, my next tasks include:

    -HUD creation (easy)

    -considering whether or not to destroy progress on a level (eg block placement) every time a player dies. I'm weighing costs and benefits.

    -designing some enemy sprites, but more importantly, actual cosmetics (backgrounds, environment)

    -events corresponding to a Game Over scenario

    And I envision future unexpected problems with all of those things! Joy!

    But now i celebrate a small victory, ha. Thanks for the help.

  • How do you know?

    Classified.

  • Yeah, collision masks would be good, since he did get kinda stuck in all those nooks and crannies on occasion.

    And if that Welcome bit is going to be your intro, I'd make the text MUCH bigger, as the player will need to get the hint VERY quickly, which is not something I did in both of my test-plays of the intro.

  • if u want the gaem epic have some soundtracks like Halos soundtracks and add in a character like Cratos hes god of epic war (that's the tname of his game!!!") and then have some Zedla bosses and boom Epic Game the game is what I'd call it i sent in some plans to nintendo but buthey never got back to me.

  • An interesting concept, though I think there are definitely some kinks to be worked out.

    Namely, I think the little yellow ball might do well to move a teensy bit slower when it barrels towards your mouse. Also, it might be good to have your walls more clearly defined than just pieces of text, but that might be for later builds.

  • Sorry to bump, but I figure that this is a simple problem to begin with, so it shouldn't take too much of anyone's time.

    The .CAP has once again been updated, and things are starting to look better: Switches and doors work, and pretty soon I think I can actually start focusing on cosmetics, more or less.

    The new .CAP is here.

    Here is what I'm trying to do:

    I am trying to set it up so that when the player falls on collision with some spiky pencils, the player is destroyed, and the death animation plays.

    When the death animation is done, the graphic for the player respawns, plays a "coming back to life" animation, and then the player itself is respawned, and the game continues. It's hard to explain, but if you run the .CAP, you know what I mean (the events for it are specifically in the Include "Lives and Game Overs" or whatever I called it).

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/Problem4.jpg">

    There is one problem with this:

    1) the main one being that the "revived" animation does not in fact play when the animation "Dying" is finished. I'm not sure why this is, but I suspect it's something simple.

    It's probably something I fudged up with global variables, but I am unsure. Take a look if you think you know what's up.

    In the cap itself, I have two instances of the pencils object. One is a tiled background simply labeled "Pencils" while the other being a sprite labeled "Spiky Pencils".

    I had assumed that using tiled backgrounds for long-range stuff like spiked floors, ground, etc. were better than using objects, because the less objects you use, the less RAM your game takes up. However, in all of my event finagling, there was no way I could get

    A) the death events to work when colliding with the pencils

    and

    B) the block to recognize the pencils as a surface so it could stop falling.

    Changing the tiled background to a solid obviously did nothing.

    Now, if need be, I can merely keep them as objects, but if there is a way to make the player and other objects interact with tiled backgrounds, I'd like to know. However, I doubt my project will end up taking that much RAM to begin with, but hey.

    Thanks for any and all help, as always.

  • You buy Sonic Free Riders to laugh at how terrible Kinect can be.

  • If you mean changing stuff like Private Variables, you can control+click sprites to copy them and manually change their variables.

    Different private variables allow for different movement, etc. behaviors.

    If you are talking about actual visual changes, you might need to make different sprites with different animations for that.

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  • Don't use rapidshare, please, since that 10 download limit is kinda lame.

    Much better to use mediafire.

  • I'm in the 'biz', if you know what I mean.

    I mean prostitution.

  • The tutorials are a huge help- you can learn a lot from them and fairly quickly.

    Good luck!

  • This problem is addressed quite easily in the platform tutorial, which you should really check out.

    Basically, you create another layer on top of the one which has the player and the ground and stuff (in fact it should be the very top layer), name it HUD or something, and then set its scroll rate for X and Y to 0%.

    Now if you add stuff to that layer, it will stay on the screen regardless of where the character is.

  • Hey, it's the weirdest thing. I removed the Pick instances from that event sheet I posted, and now it works fine.

    I had known containers were powerful before attempting this game, but I didn't know they could make things run so smoothly. I hope that holds up for the rest of my project.

  • You'll have to be more specific; posting a .cap file or a screen capture of your event sheet might help.

    Is the thing crashing just because it has a platform movement behavior added to it? If such is the case, that sounds like a bug, but with the latest release of Construct, that seems unlikely.