garish's Forum Posts

  • hi,

    search the forum befor post

    already posted here

    do it easy by adding:

    Event:

    YourSprite..> falling (on falling)

    Action:

    YouSprite...>Destroy

    I've searched well before posting the question and the solution you mentioned didn't work when the player touches the enemies sideways while falling. But Thanks : )

    I'm offended, thanks

    Offended by me? I'm sorry buddy, but I have said nothing bad or rude. Have I ?

    Sorry, anyways.

    you might find your answer in this tutorial

    Thanks, insightful article (y)

    The jump built in works only if the player is on the ground, to do a bounce, use instead:

    Set vector Y (set it to a negative value, for exemple, the basic jump is equivalent to set vector y to -self.platform.JumpStrength)

    Thanks a ton! Worked perfectly

  • To create a mario like effect, I want to add a bounce off effect when the player touches the enemy's head. I tried setting simulate jump to the player when it touches the pinned sprite on the enemy's head, but that is not making the player jump

    Any solution?

  • I would make an invisible collision sprite that follows the enemy around above their heads. Put it in a container with the enemy. If player overlaps that kill sprite for more than say 0.25 seconds destroy the enemy.. that's the easiest way I can think of doing it.

    actually make the sprite narrow enough and center it over the enemy and you dont even need a delay really, since they technically have to be like halfway over the head of the enemy to kill it.

    Thanks a lot, but yes..that didn't work because I wanted to kill the player if it touches the enemy elsewhere than head. Appreciate your help : )

    In Mario, kill versus death when the player touches an enemy is decided by whether the player is falling or not.

    I tried that but sometimes its falling and touches the enemy on its side instead of head, so it didn't work well.

    One of the things I love about Construct2 is you're able to test for overlaps at an offset. That way you don't actually need a separate object for collision testing purposes.

    It didn't work as expected.

    Is that .capx are you looking?

    That capx is from the new beta verion.. I've the r168 version currently, so didn't try : ( but thanks!

    Just make a small sprite sticked on the enemy's head, whenever your character touch the sprite the enemy dies

    Perfect! Worked like a charm. Thanks a ton!

    I created another sprite (just as the way described) but instead of putting it in a container with the object, I pinned it to the object. That made it work perfectly.

    Thanks a lot everyone

  • Hi all,

    In my platformer game, I've some enemies who moves vertically from top to bottom and I want that the player should be able to kill them by jumping over their heads, but if the player touches the body of the enemy the player should die.

    I tried to implement it the following way:

    But it's not working perfectly. Most of the times the player would not die if it touches the body of the enemy and many of the times the enemy won't die if the player touches its head.

    Can you please help me on this? Where could I be wrong?

  • Hi,

    I am currently working on a game built on Construct 2. The game is nearly complete and looks awesome with decent Graphics that I created myself. But then I am no Pro in Graphics, and the game has come out to be quite awesome and I don't want to kill its potential with "not the best" graphics that I currently have.

    I am using 3d rendered 2d realistic characters sprites, and so the game looks different from the ones we see often. Its an endless Platformer.

    I'm looking for someone who can produce 3D character models with textures and animation (and later convert it into rendered 2d frames set, I used 3dStudio Max for it) and and also handle the 2d Gameplay Graphics and UI Part for the game. If you are interested in this please send me a pm with your contact details to discuss further.

    I can share with you the current build of the game to validate the position.

    I can't pay upfront but I would be crowdfunding the project through kickstarter (and I am pretty sure that I'd be able to successfully fund it, having the resources to market the campaign in place) and would be able to pay you the cost after successful funding. If The game is unsuccessful in raising funds, we would set a profit share model.

    Regards,

    Garish

  • Can you please pm me your contact details?..as I am not able to send PMs due to low Post count

  • Is there no way out ?

  • Appreciate your offer. Just sent you an email :)

  • Here's a sample project where I tried to use the family concept but wasn't able to achieve it:

    dl.dropboxusercontent.com/u/16564767/runner.capx

    Any help would be appreciated..

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  • Why don't you use array and/or dictionnaries. And define for each key (s) the behaviours.

    Can you shed some light on how could I achieve the object randomness through arrays/dictionaries ? An example or something..

    I tried doing a new way out:

    <img src="https://dl.dropboxusercontent.com/u/16564767/Screenshot%202014-02-02%2022.46.12.png" border="0" />

    But it failed too. The block2 gets created in air..

  • I've created an event like this:

    every 2 seconds:

    destroy blocks (family)

    system create blocks (family) on layer ...

    And it worked without problem. So maybe you missed to exchange one vital block expression with, at least would be my best guess now.

    I couldn't get how would that work ?

    You meant like this ? :

    <img src="https://dl.dropboxusercontent.com/u/16564767/Screenshot%202014-02-02%2019.17.42.png" border="0" />

    It's not working..

  • I'm creating it for a friend of mine who has the paid version.

  • I've read a lot of threads on this issue but haven't been able to fix this issue. I am using 2 tiled backgrounds, one after the other, in an auto side scrolling game.

    I am using the following logic for it:

    <img src="https://dl.dropboxusercontent.com/u/16564767/Screenshot%202014-02-02%2013.41.51.png" border="0" />

    But, During the gameplay, a white blinking line appears between he 2 tiles (probably called a seam). Its not a pixelated game, but still as people suggested in other posts, I tried setting Pixel Rounding : On , Sampling: Point and Letterbox Integer Scale. But that didn't help, the seams are still there.

    Is there any working solution to this ?

  • I want to create random objects in an infinite runner platformer. The objects are tiled backgrounds and I need to create 1 out of them randomly each time.

    Here's How I am doing it for 1 Object currently :

    <img src="https://dl.dropboxusercontent.com/u/16564767/Screenshot%202014-02-01%2022.05.35.png" border="0" />

    I tried using Object families, but couldn't get it to work. I created a family "Blocks" and put all my tiled Bg Objects that I wanted to choose randomly from,in it. Then I replaced the "Block" object with "Blocks" family object (in the pic that I showed above). But, that doesn't create any object at all, on the screen. As far as I read somewhere, It should randomly choose and create one object from the family.

    I've tried giving the same behaviors to the family as those of its objects (bullet, solid)

    Is there any other way to get it to work ? Am I missing something ?

  • Thanks a lot Guizmus and Paradox . The Object Family solution was nice, but the sprite animation thing was super easy, worked like a charm. I just had to add my variable to the animation name at all instances.

    I hope, there's nothing to worry about the performance of the game due to this.. ?