Emperor Ing's Forum Posts

  • That's a pretty legit-lookin' game you have there. Nice!

  • So I assume that when you have the action "Play Sound", it works much like the "App Path" thingy C.X had? Or do I have to make the project as a file, and then put the sound in that file? -Sorry if that's confusing-

    EG,

    I have action Play sound, and the file is:

    "Project / Sounds / Sound.wav"?

  • The way I've been kinda seeing it, C.X was a tutorial for C2, in a sense.

    Dicking around in C.X for a long time has made dicking around in C2 much easier.

    Though at this stage, I'd stick to using C.X until C2 has as much features as its predecessor had.

  • I think if the sprite, enemy and background art was polished up considerably (like taking a nice day or so to make them look 'legit') you could have a well-polished and fun game on your hands.

  • Under the actions of the Mouse and Keyboard object.

  • That's why you have a condition say something like "check player angle"

    -If control "shoot" is pressed

    -If player angle = 0

    ---spawn bullet at image point "bulletspawn"

    ---Set bullet angle to 0

    -If control "shoot" is pressed

    -If player angle = 180

    ---spawn bullet at image point "bulletspawn"

    ---Set bullet angle to 180

    Really, all this stuff is covered in the "Ghost Shooter Tutorial". Look it up on scirra.com's tutorial page, and trust me, you'd learn a lot from it.

  • You know, it's not that bad of an idea. I say go for it- though I'm still going full behind 0.x till I can see the full power of C2 as something comparable. I think you guys are too hard on yourself; C 0.x is far from a 'failure'!

    Hope this thing starts getting itself off the ground.

  • Is the pause coming from the music itself (ie it stops and starts again), or was the song made as a loop?

    I haven't used music a whole lot, but the few times I did, playing a .wav file from a channel set to loop produced no noticeable pauses. Then again, I'm not sure if that was because of Construct or how the song was.

  • using a gun to take on the evil penguin empire?

    Looks cool. Hope it can get some music and SFX when it's released.

  • Yeah, at this point, there's little reason to seriously consider abandoning C0.x when C2 is so limited, and lacking in everything that makes C0.x great.

    Plus, the transition WOULD be easy, because dicking around with the severely limited C2 I was able to jump right in after my several months of messing with C0.x.

    Go for it, I say.

  • We need some way of differentiating from Construct 0.x and Construct 2 - I think just "Construct" would get confusing as hell at this point

    Well it'd be like Earthbound:

    Mother 1 = Earthbound 0

    Mother 2 = Earthbound

    eh?

    eh?

  • Umm.... 225?

  • as everyone else has stated, Tokinsom, that looks pretty damn tight.

    I've made a little bit more progress with my simple platformer WIP, but the progress has been good- it actually feels like a working engine, thanks in part to more polish, as well as a plethora of event sheets for simple actions.

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/KromePreview1.jpg">

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/KromePreview2.jpg">

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/KromePreview3.jpg">

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/KromePreview5.jpg">

    (in-game picture quality is better, not JPEG)

    This is probably the closest I've gotten to actually making something my entire time with Construct. Though, knock on wood, I haven't added many things yet. Like some enemies, death pits (not hard), and a level transition yet.

  • You only need to set floors as solid.

    Platform is for platforms you want to jump down from.

    Go to your image editor for your sprites in Construct. One of the boxes at the top of the editor should say something like "Collision Mask". Click on it. A red box should show up around the box of the sprite. This is where you put in your collision mask- MAKE SURE IT'S CENTERED TO WHERE YOU WANT IT RELATIVE TO YOUR SPRITE.

    Before this feature was implemented, it WAS a better idea to have a sprite with all the movements, and another sprite with all the animations (a la the Platformer School); however, doing it this way saves you a lot of VRAM and memory. That video you watched is out of date as well.

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  • That's exactly what i needed to do!

    Thank you very much! I was confused as to how to do the collision mask thing, especially with the right-click option that says "Copy collision mask" on the animator tab.

    I understood you loud and clear; thanks for the help.