leemilewski's Forum Posts

  • 9 posts
  • Hello!

    I am in the process of putting together an action-platforming game and though I've managed to do most of the "coding" on my own so far, I feel that I could use an extra set of eyes on a few things.

    To the point, I do know and understand Construct (and how to get what I need from it, for the most part), though someone with a better understanding could probably make this game much more stable (and fun to play) than I could with just me. As it stands, the game is stable and running - so this is more of just a bit of extra polish.

    This is a paid position and one that probably wouldn't take too long to accomplish - payment will be discussed with the person chosen for the project.

    What I specifically need is:

    Better enemy AI implementation

    Better button timing/prompts for the character interactions

    Better implementation of UI and level changes

    There's a bit more, though that's the main stuff. Please get in contact via email at l.milewski {vvk@} yahoo.com

    Thank you for your time!

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  • Realized that I don't have the info pertaining to the landing animation in the attached info -woops- This is how the land condition reads:

    ----+ PLAYER: Platform On landed

    -----> System: Create object dust on layer 3 at (player.X, player.Y)

    -----> PLAYER: Set animation to "PLAYER_LAND" (play from beginning)

  • Hey guys,

    I'm sure this has been answered a dozen times - apologies, as I can't find an answer that is helping me currently - I'm looking to simply have a single frame landing animation upon my character landing.

    The animation is technically one frame - all other animations work fine (idle, jump, fall, run), but land just isn't.

    All of my animations are triggered by the Platform conditions - I would appreciate any input. Thank you guys!!

    Here is an example of my player movement:

    [PLAYER MOVEMENT]

    ----[DASH]

    --------+ Keyboard: On D pressed

    ---------> PLAYER: Set Platform maximum speed to 2000

    ---------> PLAYER: Set Platform acceleration to 2000

    ---------> System: Wait 0.2 seconds

    ---------> PLAYER: Set Platform maximum speed to 150

    ---------> PLAYER: Set Platform acceleration to 430

    ----+ PLAYER: Platform is on floor

    ----+ PLAYER: Platform is moving

    -----> PLAYER: Set animation to "PLAYER_RUN" (play from beginning)

    ----+ Keyboard: On ← pressed

    -----> PLAYER: Set Mirrored

    -----> System: Create object dust on layer 3 at (player.X, player.Y)

    ----+ Keyboard: On → pressed

    -----> PLAYER: Set Not mirrored

    -----> System: Create object dust on layer 3 at (player.X, player.Y)

    ----+ PLAYER: Platform speed = 0

    -----> PLAYER: Set animation to "PLAYER_IDLE" (play from beginning)

    ----+ PLAYER: Platform is jumping

    -----> PLAYER: Set animation to "PLAYER_JUMP" (play from beginning)

    ----+ PLAYER: Platform is falling

    -----> PLAYER: Set animation to "PLAYER_FALL" (play from beginning)

    ----+ Keyboard: On ↓ pressed

    -----> PLAYER: Fall Platform down through jump-thru

    ----+ PLAYER: Platform On landed

    -----> System: Create object dust on layer 3 at (player.X, player.Y)

    ----+ Keyboard: On D released

    -----> System: Set group "DASH" Deactivated

    -----> System: Wait 1.5 seconds

    -----> System: Set group "DASH" Activated

  • Hey guys! I had a quick question, one which I hope isn't too much of an issue to figure out.

    I have a "black and white" looking platformer game, where all of the level layouts will have the "tint"/"scan lines" effects being used - this is so I can relatively easily adjust the color scheme of the layouts/levels on the fly.

    The only problem is that I would like to disregard this particular effect on a single Layer within the layout - particularly, the Player. This is because the Player character has a specifc look that I don't wish to adjust using the "tint" or "scan lines" effect.

    I'm wondering if it's possible to do this as I've tried several things and can't seem to figure it out - thank you for any help in advance!

    Lee

  • Gah, actually I figured it out - you were correct in that using the platform-based events was the right call - for anyone who may stumble across this post, setting the player max speed/acceleration much higher, waiting for 0.2 seconds, then reverting back to normal worked out well.

    Thank you!

  • Thanks for the suggestion, Plinkie - so, the Player doesn't have any bullet behaviors right now, like you mentioned, just a few platform ones. I did try your suggestion of vector X to push the player, though it only moves a few pixels to either right or left (though DOES take care of the wall issue, which is great).

    Could there maybe be something with the player movement events that would prevent the vector X event from working properly?

    Again, thanks for your help - it's immensely appreciated!

  • True, though I would rather be able to do the roll into the edge of the wall but just not enter it - only because there would be Boss/enemy encounters where I'm sure rolling all around the level will be sort of chaotic.

  • Thanks, Plinkie! That solves that that one, though I still am having an issue with the Player getting stuck into walls/solids if I do the dodge/roll close to them - any suggestions?

    Lee

  • Hello everyone!

    I am having an issue in the creation of my platformer game - basically, I cannot seem to figure out how to reverse the animation of my character doing a certain action, in this case a dodge/roll sort of thing, when pressing a key (in this case, "0".

    I CAN get the desired results for the one direction, right, but when the character is mirrored and going left and I press "0", it just bounces right again.

    Also, I can't seem to figure out how to get the character to not enter a solid when I do the action near a wall.

    Any ideas? Thank you!

  • 9 posts