luizgama's Forum Posts

  • 13 posts
  • Moira is an action platformer inspired by the gameboy era, made in C2. We wanted to make a game that looked like the classics that we all know and love, like Kirby, Megaman and Wonderboy.

    We've been working on Moira for the past year, and now we need your support to make it awesome!

    Check out our campaign, play the demo, and, if you like, consider supporting us.

    kickstarter.com/projects/1449928723/moira-0

  • I created this behavior so I could shake HUD elements that are not affected by ScrollTo Shake effect.

    It is based on ScrollTo Shake effect, but you can choose to preserve the objects position during the effect, to allow or not other movement behaviors to affect the objects while it shakes.

    download link (sorry cant post urls yet):

    dl dropboxusercontent com / u / 23819129 / Construct2 / Behaviors / lg_shake.zip

    The game being developed is Möira, you can play the demo on facebook page and follow us on Facebook and Twitter

    Facebook.com / moiragame

    twitter.com / moira_game

  • I am also interested in doing this. Did someone already figured out how to do it?

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  • It does happen. It happens to me on Chrome or NW.js.

    Notice that the upper left block, the single one "flying", sometimes when I jump through it I go higher. It is like the jump gets a boost or extra jump sustain.

    It also happens to me on the game Im working on. We have tables and beds and those objetcs are jumpthrough so you can walk over them. When jumping through them, sometimes you reach higher. Thats why I created this capx to show the bug.

  • Problem Description

    Trying to use a tilemap as jumpthru object sometime pushes the player sprite upwards, during platform behavior jump, when jumping from below the jumpthru tile. It does not happens to a jumpthru sprite.

    Seems to be related to the size of sprite/tilemap collision box or maybe the framerate, cause it doesn't happen 100% of the time.

    Attach a Capx

    dl.dropboxusercontent.com/u/23819129/tilemap_jumpthrough_bug.capx

    Description of Capx

    Has a tilemap with jumpthru behavior and a sprite with platform behavior.

    Steps to Reproduce Bug

      Jump from below the tiles

    Observed Result

    Sometimes the player sprite gets pushed upwards, like the gif above shows

    Expected Result

    Just jump through.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    r214 64-bit/Steam

  • Hi SondeepH, I'm interested in working for you. Please check my bio for my work, since I can't posts urls yet in the forums.

  • Hi honestman, I'm interested in working with you. Please contact me if there's still avaiable positions.

  • Hi Gussy, I can walk you through it and help you make it the way you imagine, but I need it to be paid work. Are you interested?

  • Hi GPProd, did you manage to get this work done already? I'm interested in working for you.

  • Hi nlon, did you get the job done already, or is it still open?

    I'm interested in working with you.

  • I ended up creating 2 imagepoints and using the first as an origin and the second as reference to the angle of the hitbox, and positioning it on the animation frames with is animation playing and comparing each animation frame.

    Here's how its coming to life: (I think I cant post urls yet)

    screencast-o-matic dot com / watch / cohj3Zf12n

    I still think it would be nice to have it built-in though.

    Thank you Anonnym and Miu for the ideas.

  • Yes but if you need to have different shapes of collision in different frames, how would you achieve that with a fixed sprite attached? Then you would have to create all different boxes and attach/detach them at each frame, or attach them all and test each in each own frame of animation.

    Or for example, I have a sword, and its polygon need to change angle at each frame. I cant achieve this even with imagepoints, unless I have 2 imagepoints to calculate the angle between them and reposition the polygon before testing for collision each frame.

    Is that what spriter actually does? How does it achieves it, with containers, or it generates the event sheet code for collision?

  • Hi, it would be nice to be able to define more than 1 collision polygon, just like you can have more than 1 image points.

    If you could have it and tag them, even color them, making attack and defense hitboxes for platform and fighting games would be a lot easier in C2.

    Then you could check for collision by hitbox tag too.

    Thank you.

  • 13 posts