JohnnySix's Forum Posts

  • I made a quick example - click image to play. [ Download CAPX here ]

    I sort of have things working, but I'm curious to know the approaches you guys take when setting things up. Right now I'm using a series of variables to test when it's doing what, and assign/trigger the appropriate animation depending on their combination.

    Is it to do with the input method itself?

    For example, the "duck-walk" - It works if you mash down and right/left simultaneously, however if you are holding left, then press down, it doesn't trick, same with the crouch animation, it works if you're mashing left or right, but maintains the idle anim if you just press down.

  • I was wondering about android - I got the thing running on chrome via the browser - but I've no idea yet about how to package for mobile apps.

    It is (or was before I added the music ) less than 500k total, the only think is stopping the browser blurring the stuff - on android the built in web browser tries to interpolate pixels giving a fuzzy effect.

  • :: Latest Version ::

    Updates:

    Pizza, Poison & Plumbers

    waypoints (water pools)

    effects on attack

    *Sounds *   - Let me know if too loud/too quiet.

    boss

    Sounds

    Zoom can be toggled with space - If I had the "crouch-look" mechanic working better, I'd leave ultra-zoom on, as some of the game mechanics.

    Maybe I'll do some kind of easy/hard mode.

    Lemme know crits etc - some stuff is still buggy

    If you can't kill the boss, press Num 1 to toggle debug/god mode, Num 2 to toggle back.

    Shots of some new stuff -

    <img src="http://fc09.deviantart.net/fs70/f/2012/085/2/7/wip_game__3_by_johnnysix-d4u1rgw.png" border="0">

  • I had the same thing - were you by any chance running anything in the background like avg / tempfile/registry cleaning tools?

    I believe it's what derped my project, also resulting in loss of and hour to so's work, and sadly one of my most productive, least procrastination filled hours.

  • By Amazing coincidence I was looking at this thread -

    saltgames.com/2011/2d-shadow-effects

    It's done in flash but similar method I think.

  • I did add music which works offline, it doesn't seem to work in firefox online though. Let me know if it works for you. :)

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  • I managed none of those things, but I realised how derped my handling of animations was, now I've come to the point where I need to control when the character ducks for enclosed spaces, bleuch.

    Lesson learned - plan first, build later.

    Anyway- latest update here, added effects for the attack move ( press down quickly after jumping) , add a bunch of transitional animations, some of which work, some which don't at all.

    Duckwalk - works if you press left while crouching or holding down when landing, but doesn't work if you're walking, THEN press down.

    Landing While Walking - now does a different landing sequence if you're moving.

    Trying to walk into a wall - doesn't work - was trying to do something similar to the way sonic pushes against things - just testing if the user is 1- against wall, and 2 - pressing that direction.

    http://www.johnnysix.net/games/KFT05/

    Version 5 I guess, except offline it's the beyond 80th save now.

  • In the old Click'n'Play / The Games Factory programs way back when, for platform movement you need only to check it was colliding/overlapping with a backround object, not to check through every object that was a background as it were which sounds needlessly complex.

    I was asking rather if the following example is possible :

    "If the object I am overlapping is a 'solid' , don't spawn a bullet"

  • Got the same error on a new build with paid licence and different project.

    It seems if a virus checker is running while the project is open, it fails when saving - I didn't record the error as the loss of an hours work encouraged me to go pace and make a cup of tea instead.

    Are references created somewhere in the temp directory while the project is open , that can be deleted by virus/disk cleaning facilities that then could cause either failure or corruption of the file upon attempted saving?

    Though the project was still open in the window, and appeared fine, I got a similar message to the one in the original post - leading me to believe this is similar to what happened last time.

  • As I'm starting to add more and more layout stuff- my event conditions for exclusion are getting quite bloated.

    Is there a way for example, to test if a sprite is overlapping "any" other spite with the "solid" behaviour?

    At the moment, I'm having to add negated collision tests for each solid platform/object in the game in the conditions of the event.

  • Same link, I've added a few tweaks, he shouldn't hopefully get stuck in the hurt animation while in the air, and should be able to use the ladder now.

    Still to do :

    Collectables ( Pizze slices, anchovy tins, cabbage? )

    Score - need to use custom sprite font for this

    Scrolling is off on the ladder.

    Timing on ladder animations

    Slime effects - bubbles etc, slime death animation

    Pause from death to respawn.

  • Jump over the rats and press down, you'll squash them with your shell. :)

    Glad it was something that you figured out with the water - I am hoping to avoid tutorials, just learn by doing as it were. :)

  • I've got the zoom on button controls at the moment, so could have it zoomed out, then perhaps zoomed in for stuff like puzzles.

    Still got to figure out ladder movement, I can't seem to get him moving up the ladder with just lerping vector-y

    Here are some of the sprites actual size :

    <img src="http://fc03.deviantart.net/fs70/f/2012/084/4/3/wip_game__3_by_johnnysix-d4tv9go.png" border="0" />

  • Most recent update - Click image to play ( Alpha v10.0) (JUL 27 2012)

    Original post <<

    Working on getting something finished for a first level.

    As it happens today I bought the licence to add more than 100 events, and the very same time figured how to reduce it by 20.

    A lot learned in the process of what I've got to so far, not least that I should have scaled the whole layout rather than scaling each individual sprite.

    Something that'd be welcome on the features list would be percentile scaling, it's only that I've got powers of two memorised from 10 years of unrealed that I am able to work at speed haha.

    Game beta - http://www.johnnysix.net/games/KFT04/

    Shots (you can view zoomed out in-game by holding 3 on the numpad)

    <img src="http://fc05.deviantart.net/fs70/f/2012/082/7/d/wip_game__2_by_johnnysix-d4tplwb.png" border="0">

  • Uploaded an example of mouse zooming - this could probably be added as a behaviour plugin rather than my messy events, but it works reasonably well as something for someone to improve on :

    scirra.com/arcade/addicting-example-games/950/mouse-zoom-example