inkBot's Forum Posts

  • Do you mean one physics block colliding with another physics block?

    Without more info or a .cap it's hard to tell what wrong. But if it's one physics object and one without physics it's going to be weird since physics works with forces, rather than just moving the object on a pixel-pixel basis. So if you want to interact with it you'll have to use the physics behaviours actions, like set force/velocity. Anything else screws with the physics calculations.

  • For a physics object to interact with another one, that object also needs the physics behaviour.

    So you need to add the physics behaviour to your ground object and set it as immovable so that it's not affected by gravity.

  • I'm finally back to being able do some work in construct again and dusted off my platform game idea.

    I decided to copy the control scheme from Smash Bros Melee. So far it's going pretty well, but I've hit a snag.

    Like in Melee, the player can roll forward or backward by pressing right/left while guarding. If I remember correctly you can't roll of a ledge in Melee, and have been trying to recreate that. And it works, trouble is you can't move at all afterwards and I can't seem to find the reason for it since, as far as I can see my start/stop ignore input events should be placed correctly.

    If you can find what's wrong I'd appreciate it.

    http://www.box.net/shared/xzrp14nbx6

    Controls

    Shift - Guard

    Z - Jump

    Arrows - Move

    The text in the upper part of the screen has no purpose right now. It's part of an earlier, less efficient, way of doing things.

    Edit: Btw, is there a way to check an objects animation angle? It doesn't seem to be possible, but if there's some roundabout way to do it I'd like to now before I submit a feature request to the tracker.

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  • So you can essentially turn your XBox into a big needy tamagotchi?

    I think I'll pass on that...

  • I draw = ink

    I like robots = Bot

  • First, your tiles are extremely pillowshaded. This is a common mistake for beginner artists. What it means is that you essentially don't have a lightsource, everything just gets lighter inwards, making it look like pillows.

    Second, you only really have one tile, but with different walls on the edges. Having one tile would be fine if that tile really worked, but your pattern is much too erratic to look at pleasantly, it also shows the grid way too well.

    The sides are very small, but the big problem with them is that they are almost unnoticeable. The background is grey and black, and the sides are also grey, with a different level of contrast than the background.

    I don't really know what I'm looking at. Is it a floor, or a wall? I'm assuming a floor.

    I'd suggest taking a few steps back, deciding what kind of floor you want to do and then do some research. I would also recommend doing just the floor tiles. If this is supposed to be able to be used by a lot of people, having the walls there is unnecessary. Better to do some walls, and add them to the zip file in a separate image file which the user could then place on top of the tiles inside Construct.

    I'm also sensing photoshop here.

    A little something on shading, although it's aimed at pixel artists.

    http://www.natomic.com/hosted/marks/mpat/shading.html

  • What? You can deal with the dogs other than waiting for them to fall asleep?

    Something funny happened to that I forgot. I died in the lava, but was revived within the lava with my revive potion. After that I was pretty much invincible to the lava.

  • I've gotten to a part where I apparently need to flee downwards. The most recent time I got killed by a centipede sticking out of the ground (or whatever it is), but I had a revive potion so 'no biggie' I thought (I also had enough gems to buy another one). So upon respawning I immediately when to the side and dropped of a ledge, but somehow the centipede still killed me, even though I was nowhere near it (although I did get moved to the centipede when I died). Might want to check that, felt buggy.

    Current highest height: 1423 ft. ( I will get to the top!)

    Edit: Oh yeah, the different names on the little guy is a nice touch.

  • Nice game! The highest I've gotten so far is 808 feet, then I was torn apart by giant evil fishes.

  • Might as well add me too.

    My steam nick is luzeke

  • Pretty nice game. I like the idea of the loot being a bigger part of the actual gameplay, shortening your jumps and distracting villagers with loot.

    There are a few things that could be improved. Your screen real estate ismostly covered with stuff. Less than half of the screen contains the actual gameplay. Your interface could use some tweaking. There really is no sense in displaying the game logo during gameplay, it only takes up screen space.

    I understand the idea with the treasure bag, and it's a neat effect. However, I find it extremely difficult to throuw stuff out of the bag and have it land where I want (why the sine behaviour when dragging btw?). I think it would work better if the treasure bag was smaller (reducing screen presence) and instead of dragging stuff out of the bag you could just click on the item you want to throw and he throws it in the direction he's looking. At first I thought I'd suggest just having it be a simple buttonpresss, but then you wouldn't be able to chose which item to discard.

  • Looks good so far.

    The animation need some work. Your character feels backheavy when he walks. Much because he doesn't move his torso while walking and his legs doesn't move equally far away from his torso.

    The difference between his walking and climbing speed is quite jarring. Either slow his walk down, or speed his climb up. Maybe a little bit of both.

    There's not much else I can comment on.

  • Very nice indeed.

    Was the boss supposed to be one guy or many?

    And I 'm also more used to Z for jumping and X for shooting. But it's no a big obstacle, just needed to get used to it.

  • This might be something to consider for a future feature. Being able to export/import event sheets.

    I don't know how, or even if, it could be done, but it would certainly make the event sheets even more awesome than they already are.

  • Not screenshots, but I've been working on my dragons lately and I plan to have dragons, or at least a dragon, in my platform game.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/dragons_.jpg">