FredFors's Forum Posts

  • I'm working on a H.P. Lovecraft themed platformer, featuring gravity bending puzzles :)

    I like it already!

  • Thanks alot! And thats a good idea, instead of killing the player if hit, it could go back to the previous shape, and if its at the first shape, then the player dies. Gotta test it :)

    About the difficulty, thats nice to hear, as this is the first level, and the difficulty is intended to be low.

    When it comes to camera control - i also attached an invisible sprite a set amount of pixels below (or above, cant recall) the player, which the camera follows every tick.

  • Thanks!

    Yes any playtesting is good playtesting. When its only me testing it, i tend to not see things the way new players would at all. To me it might be too easy even, but for others it may be somewhat challenging.

  • Hello!

    I'll keep this post updated with my first game with C2, Flowing Odyssey. Below is some info about the game.

    <img src="http://i98.photobucket.com/albums/l268/Erachon/flowingodyssey.png" border="0">

    • Version 0.2 coming soon.

    Short about the game: Its called Flowing Odyssey, for reasons unknown. Its a sidescrolling platformer with some fun mechanics. Its really just taking a common genre and playing around with it.

    You start of with a characters' head just rolling around, and as you activate mysterious energy boxes on the ground, u give life to the surroundings, and yourself. When enough boxes have been activated, you get some arms, later you get legs, and in the end you get a superform! The speed of the character also changes upon limbs gained.

    You can also flip the gravity, and some basic enemies without AI is present.

    Any feedback is greatly appreciated :)

    A few words about myself - I'm a game design student from Norway, on my last year of my bachelor on the subject. Previously i've worked for a short period as an intern at Funcom through my school, and is now going to work on a 3DS title at another company for my final bachelor project. I do love platformers and 2D indie games generally, which makes this tool quite neat to have laying around, and i'm constantly learning it on my free time.

    I had a presentation recently, where i showcased this game for a huge crowd of game developers, at a national cinema. I also got in a good word regarding development of HTML5 games and Scirras wonderful creation tool.

    *Edit 1: Oh my, this turned out to be quite a wall of text. My apologies!

  • Yeh might as well be the browser. I'll check it out :)

  • Hello!

    I'm having a problem with some of my audio files when i'm looping them. The sounds are perfectly loopable, but when put into C2, a tiny delay after the sound has played once appears, destroying the whole loop.

    Anyone encountered this? Or have any solutions?

  • Thanks alot for clearing this up! Much appreciated :)

  • My dropbox is full atm, so i found a cheesy upload site. Do note, its the blue download button on the bottom! x)

    .capx

  • I'll keep it short: How do i force a text output object to only display the intended output with no decimals?

    Example: I have a counter, which counts how many times the player triggers a mechanic. It ads 0.5 per hit, but for some reason it doubles that, so i always end up with a round number.

    So, if the player triggers 5 objects, it shows 5 at the text object, but on its way there, it shows x,5 for a fraction of a second.

    If theres 100 objects to trigger within a short period of time, it will constantly show the x.5 being counted.

    Catch my drift? :)

  • Damnit, my logical skills passes by without me noticing.. x)

    I'll test a little, and see if i can get this right!

    *Edit: And it worked! Must have missed the "set max speed" option..

  • Hey!

    I have a system going, where the player often triggers a mechanic, which adds 1 to a global variable. The idea is that, for example, there are 400 possible objects to trigger, but after 100 triggered, the speed of the player increases and after 250, the speed increases even more, and so on.

    Any idea how i can make this happen? Like, altering the platform behaviour speed by comparing the current value of the global variable?

    Feedback much appreciated!

  • Hey!

    Just wondering if anyone has been playing around with this? Now that the new platform behaviour state is there (x is near wall or something).

  • Thanks, i'll test this out!

    If anyone still have some input, feel free to shoot. Especially about the storing of highscores!

  • I dont have the time to experiment, but try fooling around with emitting the same object from a desired angle, from the player, then fading it.

    I assume you could start with making a single object, create the desired behaviour (movement, scaling, fadeout), then for example make the player object create that object every tick while moving or something.

    Im just thinking loudly here :)

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  • I think you might have to upload a .capx in order to recieve any accurate help.