General J's Forum Posts

  • That was the best title I could come up with, what I'm trying to shoot for needs some explaining:

    My game is a platformer. A player moves and transitions across fixed camera zones. Like Shovel Knight, Mega Man, etc.

    So far, everything has been going great, but I've been stuck here; I have enemies, and I have these zones. Some enemies are triggered through LOS behaviors. Now the problem is that I don't want some enemies to be "active" until the player is in the same active zone as the enemy.

    This has been really difficult to make when I have multiple versions of the same "Red" enemy.

    Imagine here, that the green boarders are the camera zone markers, the blue is the player and the red are the enemies. Keep in mind the screen is the size of one green boarder.

    Any attempts that get close to replicating what I'm trying to get poses an even bigger issue: Going back to the zone.

    Let's say the player kills one of the red enemies in the left camera zone, and then moves to the right camera zone. Now, when the player goes back into the left camera zone, the enemy is either frozen in place, waiting at the entrance unfairly, or teleports to the right zone on the player entering the left zone.

    Not only do the enemies have to stay "disabled" until the player reaches the active zone, but the either the unkilled enemies, or possibly all of a zone's enemies need to "reset" to their starting positions and state upon re-entering a zone the Player has already been through.

    Has anyone worked on a system similar to what I'm describing? I'd really appreciate the help since this is one of the important systems I need to tackle and have been stuck on it for 2 days now. If you need any additional info let me know.

  • This has been causing issues for me. I need something to ignore all aspects of collisions, but I need it to also track if it's being overlapped with another object.

    As far as I know disabling Collisions means disabling Overlapping checks.

    Any help, suggestions, or workarounds?

  • That works too but I think Anchor is good if you want to keep aspect ratio scaling in mind.

  • Figured it out-

    The very complicated solution is:

    Anchor behavior.

  • I'll try to describe this as accurately and simple as possible:

    The Player moves around "Zones" where the camera scrolls to and focuses based on what zone the player is in. (ex: Mega Man, Castelvania, Older Top-down Zeldas, Binding of Isaac etc.)

    The camera moves fine, but I don't know how to make the player's selection menu hud move when the camera shifts, and here's why:

    The menu consists of these elements: A sprite background image, and 8 individual text objects.

    When I attempted this, I used the camera zone sprites (which work as "Every Tick->is Player overlapping Zone->Scroll to Zone) and placed a new image point on those camera zone sprites. I then tried "Every Tick->is Player overlapping Zone->Set MenuBackground to Zone (image point 1)" and it worked find for the menu background.

    However, when I tried to do the same for the text objects (which I put into a family), All the text objects would be smashed together. I know this is because it's telling all the text objects to move to the same image point.

    I need to be able to move all the text objects to the active "Zone", while still keeping it's position relative to the screen. How can I achieve this?

  • Figured it out:

    Open your project. Then open the project with the thing you want to copy. Go to that object's layout. Rightclick copy that, then paste it back into the desired project's layout, then copy the event sheets.

  • Did you set the scoring event to "Add 1" or "set to 1"

  • I got my license today!

    I was continuing development of the game by splicing it into new project "sections" every time I hit the event limit. Now I want to piece everything together starting with the enemy types.

    The event sheet I can just copy/paste, but only if the enemy object are in the project. I can just look over and completely recreate it in the new project, but it would be really convenient if there was some way I could have both projects open and simply move one object over to the other. However when I try this it doesn't work, is this a thing that can be done?

  • My super awesome friend is going to buy the personal license for me since I'm broke. How would he do this? In the checkout page just put my email address as the Delivery E-mail address?

  • I'm trying to make screen transitions reminiscent of older Nes games like Mega Man.

    When the player gets to the edge of the screen, they layout shifts to the next one.

    Right now, this is what I have. My issue is: While the screen is transitioning, the closer the camera gets to finishing the transition, the scrolling speed begins to slow down. This makes a nice smooth effect, but it's not what I'm going for. It needs to be a constant speed all the way into the end of it.

    (Linking this because the gif image is huge)

    i.imgur.com/ug0aoCc.gif

    And here is the event sheet:

    Additionally, how would you suggest I trigger disabling the Player movement and "slide" them into the new frame like in the old games instead of giving them free control during the whole transition? This part was giving me trouble as well.

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  • I'm so close but it's not quite right. The issue here is that when you transition into the new camera zone, it scrolls to it nicely, but the scroll rate gets slower and slower the closer it is to finishing the transition. I'm trying to achieve a static rate of scroll transition speed all the way into the end of the scroll.

    I'm sure this can be done by editing my values, but I don't know where:

  • This is pretty much how I'm developing my game. Removing core aspects for new Layouts or new project folders completely. The idea is that I can still have everything built, and if the game gets successfully Kickstarted I could just buy a license and piece it all together easily. Other than Event count annoyance, I have not run into any limitations with the Free edition.

  • I was literally just about to post something about this.

    I'm attempting something near-exact to this, but I can't get it right because I don't understand what's being done in the event sheet and what "lerp" is.

    What I'm going for is a little more similar to game like Shovel Knight and Mega Man, where the player leaves the Zone and the player motion is disabled while the camera and player are slid into the new zone.

    I'm sure I can get the player motion right, but I cannot understand how this works or how to edit the values to suit my layout's size/needs.

  • Have you try "Trigger Once While True" yet ?

    or maybe you can add "Animation Frame 2 is not playing" to the "When Player Platformer is falling"

    and as TheDom said it would be easier to help if you post with capx file.

    I think this + another solution that I found out is making it work. I'm going to run some additional tests and post the results later. Thanks!

    I don't think the Timer will work but I'll try to see if that helps too.

  • I've never seen a Construct game in executable format, and I wanted to run a personal stress test for something.

    Can anyone with the full edition send me the ghostshooter tutorial game, with 20-50 copies of the ghosts in .exe format? Can you also copy the same thing into .capx? This would be a lifesaver.