fassFlash's Forum Posts

  • You can do this: Each time you earn a point you s... Hmm...Well, you must us... I dunno.

  • Using Pokemon buildings is a bad choice from the start. But as someone said, you better learn. Unless you want to make a tribute to the old video games like IWBTG.

  • The physics object and the platform itself have the solid behavior, and the physics object still goes through it. Any solution other than applying the platform behavior to the object and disabling the controls?

  • Game Freak doesn't care if you use it's sprites. Just look at I Wanna Be The Guy and the amount of sprites from Nintendo games! And they said, we don't care.

  • This game is f*cking sh*tting me. I mean, why do the some jumps have to be so hard? I have to go veeery slowly to the edge, just enough to not to fall down and jump. I would understand if I had flying enemies that would encourage me to do the hard jump quickly and think fast, but when you have no time limit(DON'T ADD IT PLEASE) and no enemies, it's just boring to do those jumps. As you said, it's just trial and error. But trial and error isn't always fun. Thinking is fun! Make your future games have more thought other than trial and error mechanics. And the jumping part makes sick a bit,too. I noticed that when you jump and hold the up button (change it to spacebar or something else,please, the jumps will be more accurate if you do so), it feels like Pepo bumps into something solid and invisible and then goes down. So I don't use regularly the full jump with holding the up button and just use quick hops when I want to jump over an enemy in the middle of spikes. But the little jumps are USELESS when you are doing the hard jumps! So you have to do the "WHEE I AM FLYING- wait, what is that invisible platform I bump into?F*ck this, I am going down" jumps.

    Pepo is not cute. Just making a circle and giving it huge eyes won't make it cute. Plus, it was already invented.(Spoiler:Kirby) But I guess it is forgivable since it is your prototype game to check out the awesomeness of Construct 2.

    And as always, good luck.

  • You better do the NES Zelda way.Or, you know, you can make an illusion that the whole world is one layout, but actually it is lots of layouts. I think this will happen like this:

    You are in Layout 1

    When you go to the edge of it, you see the stuff from the next layout, but actually it is copied from the second layout.

    When you go over the edge of Layout 1, the next Layout loads.And since the player saw no actual edge of the first layout, he will think it is a very big layout. Of course, you are going to <img src="smileys/smiley35.gif" border="0"> with global variables a lot.

    Also, make sure you don't use free edition. If you don't know what is the worst thing about free edition, it has got a limit of events, up to just 100. And in games like Poke a Moan or Zeal Dah you will run out of events very quickly. That's what happened to me. I wanted to make a Zelda game along with a platformer and a space shooter, but I saw that events have a limit and said "<img src="smileys/smiley35.gif" border="0"> this. I am uploading the whole thing.".

  • Are there any good games out there? Not the "OEMG I LUV TEH GRAPHICS I WIL VOET IT 5 STARZ" games.

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  • Why don't you use Anchor? I never used it and the parallax HUD seems simple to me, so is it harder to use Anchor?

  • How do I enable videos to be played in C2? Is there any way to do it without plugins? Installing plugins is a pain in the neck,ok, but making the cutscenes in C2... is UNACCEPTABLE!

  • Zelda? They did that before, without the touch screen.

  • Set only one version to updating to beta. At work and at home use the version that doesn't update to beta.

  • 1) The sprites must be at an exact range from each other, and each sprite must have its own box. Because here, they are at the same distance from each other, but if you put a grid in your sprite sheet, your sprites will not be in the grid. First, you must find the sprite that is the highest, measure its height and find a sprite with the longest width, and measure its width.All that stuff you measured is the height and width of the box in which each sprite will be in.

    2) Use Photoshop and cut out the tiles

    3) You better use Castlevania 4 sprites

    Good Luck.

  • Publish the .capx. With such little info we can't say much.

  • There are no behaviors for HUDs. But yes, the new layer must be above your main layer, its parallax set to 0.

  • Next time, tell people what is your main language. There might be people using your language.