lukezero's Forum Posts

  • Okay, so what if you set it up so that while slide boolean is true > every frame the player is under the wall the deceleration is set to 0 or 1 (or something really low) > else deceleration set to whatever you have it set at now, so that they move at constant speed until the end of the wall and then begin to decelerate on leaving?

    Haven't tested, but just spitballing ideas

    Right, but how will I identify that there is a wall just above the player's character?

    C2 has two routines to identify ground below the player (Platform is on floor) and walls next to him (Platform has wall to left or right), but dont have to something above it.'

  • Hi mikehive!

    My character's slide can only be executed during his run (two taps in the directional, which double his speed while pressed).

    The run and slide abilities use distinct boolean variables and the slide uses deceleration to slow the character down gradually.

  • Great job!

  • Hey dude!

    I saw your game while researching C2 tutorials on YouTube and I really enjoyed it.

    I think you can develop a fighting game that plays with the Brazilian regions stereotypes.

    OBS.: Laughs a lot with the rivalry between Recife and João Pessoa (although I think there is more between JP and CG).

  • Hi devdudes! ^_ ^

    My game's character has a sliding movement to pass under narrow walls, similar to the classic MegaMan. However, depending on the starting point of the slide, this movement may stop while the character is still going through the wall.

    What would be the best routine to make the character continue sliding if the move ends when he is under the wall?

    I'm currently using a sprite in the pass-through scenario only via slide, which keeps the boolean variable of the slide active and the direction of platform behavior (left or right) to make the character pass automatically.

    Thanks for the attention and colaboration.

  • Nobody knows?

  • Hi guys! ^_^

    Why the TiledBackground object I put in the parallax Layer (Foreground) is getting incomplete from the middle of the stage to the end?

    It's worth pointing out that I'm using five layers in my game: HUD (0,0), Foreground (150,100), Platform (100,100), Background_1 (100,100), and Background_2 (50,100).

    Thanks again for the attention and cooperation.

  • Yep, it's easy when you know how! Good luck.

    Hell yeah!

  • Have an event sheet for Character, with all the generic character events. Then on your event sheet for Stage 1, right-click, include event sheet, Character. This Stage 1 event sheet now acts as though the Character events are also in there.

    Thanks, dude!

    This time the solution is much easier than I imagined!!!

  • Yeah 2. Every layout has its own event sheet for stage-specific stuff. Anything to do with characters, inventory, menus, other general stuff can have their own event sheets and be 'included' at the top.

    Thanks one more time for the great help, !

    But how exactly do I do it?

    In other words, in the stage's event sheet, how do I call the player's character routines groups?

  • Hi guys! ^_^

    I'm developing a side-scrolling platform game with several stages and I created an Event Sheet with all of the player's character programming. I know I can assign an Event Sheet to multiple stage Layouts, but I wasn't able to use that Event Sheet in all layouts, since C2 doesn't have a function to call specific Layouts.

    In this case, the correct way to work is:

    1. All player's character groups and routines must be on each Event Sheet of each Layout at each stage;

    2. Just one Event Sheet with the groups and routines of the player's character, connected to all the layouts of each stage.

    Thank you for your attention and cooperation.

  • Well, I'm no magician

    I used the same routines/events/principles.

    Again, sorry to bother you and thanks.

  • It doesn't hang as such, you just have it set to Stop when pushing, which is one frame. There's no push animation.

    In the CAPX that I posted here, but in my game's prototype I put an animation for it and it isn't activated.

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  • , sorry to bother you again, mas but do you have any idea why the character's animation hangs while he pushes the box?

  • Ah yeah sorry I set the speed of the box to 1000 for a test, set it to 40 or something. It does bounce around a bit, can probs be fixed if I looked into it more.

    Thanks, man. ^_^