Lobo93's Forum Posts

  • woot! those dungeons looks amazing! <img src="smileys/smiley4.gif" border="0" align="middle" />

    I love LoZ-style games, and looks like this one will be great, cookie for you <img src="smileys/smiley36.gif" border="0" align="middle" />

    oh, and the skeleton variations are awesome

  • yay! tysm ashley, love you <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Yep, i noticed falling and moving platforms changes de velocity of the "player", so he doesnt get glitchy while standing on it ,and it's a good thing... the solution wasnt thaaat hard to figure out

    ty anyways, ashley   <img src="smileys/smiley9.gif" border="0" align="middle" />

  • In the "Project" window to the right, under the "layouts" tab, let's say i have a layout1 and a layout2... when i drag layout2 to put it above layout1, C2 crashes

    EDIT: lol nvm, it's been posted before <img src="smileys/smiley9.gif" border="0" align="middle" />

  • yay, good!

    "gamers" nowadays need more skillz <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Yay!

    the development of my game is going slow... but im happy with it <img src="smileys/smiley36.gif" border="0" align="middle">

    I added spikes, a "new game" & "continue" menu, falling platforms, a few more placeholder sound FX, and a cannon to throw you into the next stage! <img src="smileys/smiley14.gif" border="0" align="middle">

    EDIT: Some of my friends said they couldn't "click the new game button"...

    well, i's not a button, so i added a sine behavior and a small arrow to make it look like more of a sign than a button <img src="smileys/smiley17.gif" border="0" align="middle">

    You can test it here

    PS: if some1 is interested in providing me some placeholder 8bit music, i'd be honored to give credit <img src="smileys/smiley9.gif" border="0" align="middle">

  • nu nu zeno, it's not about the physics <img src="smileys/smiley17.gif" border="0" align="middle" />

    I added physics to make the platform fall, but the bug happens even if i use a custom movement

    the problem is: when player is on a solid object and the object becomes non solid, the player keeps "glued" to it

  • OH TRUE! <img src="smileys/smiley36.gif" border="0" align="middle">

    forgot aout the capx, my bad...

    here >>> \o/

    its not perfect yet, 'cause the player falls faster than the platform, but at least its not attached to it <img src="smileys/smiley17.gif" border="0" align="middle">

  • hm, thanks for the effort, but the problem is still here...

    i've been trying different behavior combinations, jump-thru, solid, even using a custom movement vertical speed instead of physics to drop the platform, but it seems like it's about the way platform behavior works, being "attached" to the floor <img src="smileys/smiley5.gif" border="0" align="middle" />

    Somehow, the player keeps attached even when i deactivate the solid/jump-thru behavior

    EDIT: actually, i've found a solution...

    after the 1 second, when platform becomes not solid, check if player is colliding at an offset with it. if true, add some negative vectorY to te player. this way it "detaches" from the platform when it falls, but still, would be awesome if it happened automaticaly <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I made a very simple falling platform.

    it's a block with physics and solid behavior. when the player (a sprite with platform behavior) collides with the block, it waits 1 sec, then becomes non-solid and starts falling by becoming movable (physics).

    The problem is that, sometimes, the player ignores the platform behavior's gravity, and starts to fall with the physics behavior's gravity speed, even not having the physics behavior!

    And it also it ignores colisions with jump-thru objects...

    here, i made a simple capx in case you wanna take a look...

    I'm using google chrome (but it happens on firefox too), win7 home basic, and my graphics are updated

  • Add an instance variable for the door and one for the button (i used the name "ID" for both)

    When you add an instance of each object in the layout, set the value of the button instance's variable to the value of the door instance's variable, individualy, on the properties bar to the left, and then add an event to check if they have the same value when you click the button. if it's true, the door opens (in my example, it fades) <img src="smileys/smiley1.gif" border="0" align="middle">

    here, i made an example 'cause i'm not very good explaining <img src="smileys/smiley36.gif" border="0" align="middle">

  • I think the best alternative for you is to use a "tiled background" object instead of a "sprite" object.

    It acts just like a sprite, but when you resize it, instead of stretching the image, it duplicates the original image, like a texture, or pattern.

    You can't determine a collision polygon for a tiled background, but for a black and blue checkerboard, it'll do <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • LOL that'd work too! <img src="smileys/smiley36.gif" border="0" align="middle" />

    I think i'll spend some time re-checking all events in my project till now to maximize efficiency.

    And i'm really looking forward to buy the standard C2, it seems really worth it for the power it has, yet being so easy to use

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Omg, that's exactly what i wanted, thank you so much, Kim!

    Maybe I'm still thinking in the box too much <img src="smileys/smiley17.gif" border="0" align="middle" />

    But i promise i'll get better, and hopefully i'll have a good game to post soon!

    Certainly not as great as the ideas i have in mind, 'cause i'm nearly hitting my 100 event limit, but i'll do my best <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Well... basically, i want to have a sprite bound to layout, but still be able to fall into a hole and die...

    I tried making him NOT bound to layout, and adding invisible blocks at the sides of the layout, but the character wall jumps, and i don't want to wall jump from the edge of nothing <img src="smileys/smiley19.gif" border="0" align="middle">

    i also tried to make him "bound to layout" and adding an invisible object at the bottom of the layout that kills him (as in the capx), but it activates the death animation... i dont want it to die before vanishing into the bottom.

    is there a way to make a sprite bound to layout only horizontally? or another way of doing it?   <img src="smileys/smiley5.gif" border="0" align="middle">

    hope you guys understand, my english isn't very good...

    here is the game, and here is the capx if u guys want to download and check, or something...

    keep in mind that i only have the free version, and im very new to construct 2, still learning... AND it's a very early development, so the sounds are placeholders and the gameplay might not be good yet <img src="smileys/smiley36.gif" border="0" align="middle">

    thx in advance!