izicial's Forum Posts

  • izicial makotto Thanks but unfortunately this jump launches my player forward.

    sachos345 I tried the Platform + addon but i still get the same issue...

    He doesn't launch forward when I do it. I think I had to delete something from your original code.

  • Heh thanks.

    I took a several month break from making anything and I figured I'd start with something easy to get me back in the hang of things.

    So strange how you forget extremely simple things like that.

    EDIT: What's the difference between the two touch types? In this situation they both seem to do the same thing but I was just wondering.

  • How about trying this? It doesn't launch him forward like the other way that I tried.

    If this isn't exactly what you wanted it's at least a step in the right direction.

  • I was trying to make it so that every time I touch an enemy it changed color to signify its HP.

    However, when I do this it either dies in one hit or clicking it doesn't work at all.

    I was wondering if anyone had any good advice on this.

    I would also accept advice on touch controls in general.

    Any help is appreciated.

  • Perhaps you could make a jump variable. Have 0 be no jumps and have 2 mean you can't jump anymore. When you hit the ground it resets to 0.

    That way you could fall off and still get 2 jumps.

  • The only way to increase the actual quality of the image would be to scale it bigger in a program like gimp or photoshop or if its way to pixelated you may just have to make a higher resolution version.

  • You could experiment with the bullet behavior.

    If you set it like you "kicked" the ball you could then set the gravity of the ball to a negative value and it will drift upwards at a speed dependent on how high a number you choose.

    Then if you wanted it to go down when you pressed down you would set gravity to a positive number.

    The rotate behavior can give the ball a sense of spinning.

    Also a good thing to note is values like gravity and speed are based on pixels. So 100 gravity means that the projectile will fall at 100 pixels and rise 100 pixels at -100 gravity.

    One last thing is that the play button with the bug on it is very useful for testing out variables like gravity which you can actually change on the fly so you don't have to constantly close your game and reopen it.

  • It hasn't even been a single day. CHILL OUT.

    I'm not sure about facebook but I've heard of people attempting leaderboards but it sounds quite complicated.

    Also I have heard of people exporting to IAP but its a long several step process.

  • Maybe have if character is overlapping

    Then maybe have

    If players speed is above or below X then trigger alarm.

  • If it is an instance variable you would go to the object related to it in the events.

    If it is a global variable then it is in the system part of the events.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You could have him jump up, get the player location and then have him just fly straight down or fly down towards the player but at a slow enough speed that evasion is possible.

  • You would be better off making all the rooms just connected and making large sections in layouts rather than a layout for each room because Construct 2 is setup for "stage" style games. More like the older Castlevanias (1-3) rather than ones like Symphony of the Night.

    There is a good thread of someone doing this with some success but I can't remember what it was called. I would search the fourms for Castlevania, metroidvania, or mega man to try and find some info.

  • Please look at the manual and tutorials.

    They both explain this and much more.

  • The problem is you are getting multiple collisions per Nondestsolid. Not sure why, but adding an extra flag to indicate when the collision has already been processed seems to fix the problem.

    Edit: actually I think it may be because you change the animation to "land". This then resets the collision property, and it 'collides' again. That makes some sense to me.

    But if it will only activates when "land" is playing then it shouldn't matter right?

    I set it up that way so it wouldn't activate the other coins that I was throwing but I guess I could make it spawn another object that spawns the random event.

  • izicial!

    thanks...I've been messing with that for a day...and you fixed my bullet direction in a mirrored character. I put it in a sub-event below the spawning command that created the bullet. That seems to work, but let me know if there's an easier way to do it.

    thanks!

    Ya, what I do is I'll have the event and then have two sub events. one for "if mirrored" and one for "if not mirrored"