marcosfl's Forum Posts

  • maybe using a helper container sprite staying on 'the ground position' for z-order?

    I tried that already :/. I made an object that follows the player around, stuck to his foot, when he is not jumping. When he is jumping, I tried setting the player's z order to this object's z order

    And this happened, every time I jumped an enemy above me vanished!

    Debugging the project I saw that the enemy wasn't set to Invisible. It misteriously vanished.

    This probably happens because I'm telling to always set the object's z index based on their position, and asking once for the player to not do that bugs the plugin.

    Do you perhaps have a suggestion on how to make this system without using the plugin, or another suggestion on how to try and change only the player's z order when jumping? Thanks!

  • Hello! I'm making a beat'em up game using 8 direction. I had to find a way to organize the objects's z orders based on their Y position, and the simplest way to do that was with the plugin Rex Z sorter, like this:

    And it worked! The character's and enemies' position is just like it should be!

    Except... when the character jumps

    The character's z order change, he should be in front of the enemy closer to him but is now behind him, and it makes sense. When he jumps he changes his Y position.

    I tried applying a condition to that every tick I showed above that only changes z orders if the character is not jumping. But that would make enemies go over each other without changing z orders every time the character jumped.

    Will I have to find another way to do this? Or does anyone know how to get around the z sorter plugin and make the character keep his z order when he jumps?

    Thanks!

  • My team really needs these last hours for implementing audio and balancing some numbers. Hopefully if it takes too long for us to receive the license back we can have a few extra hours when they finally notice it.

  • Hope this gets fixed. Really needed these last hours to implement audio in the game. Won't be able to submit it in its current state

  • The link is off, could you please upload a new one? Thanks

  • It seems like a nice game! On the trailer I could see many different skills for the character and the level design looks interesting. Wonder how a slime is capable of swinging a sword, haha. Good luck!

  • Try setting your player to the topmost layer.

    By the way, is that Shigeru Miyamoto's body with your face in it in your avatar?

    I fixed it! Thank you for your reply. It was indeed something about the Z-order, I messed around a bit and got it right. I can't say for sure what was causing the problem, but what fixed it was putting the SpriteFont on the top (in my case, the level name over the screen). It was on the bottom of the layer and this for some reason was causing this problem.

    And... yeah. I like putting my face on celebrities. This is my face on Vin Diesel's: http://imgur.com/kVoDDhW

    As Miyamoto is a game designer, I figured it would be perfect for a profile picture in a game developing forum

    Wow, nice eye. You're the absolute first to notice it (I use this picture almost everywhere)

  • Hey guys, thanks for clicking on my post

    There is an issue that is annoying me. I'm designing some levels and some objects become invisible when placed and the grid disappears. Check it out:

    On this first one everything is fine, notice that the grid is set and showing

    On this other one, though, I've set the Player object on to the layout on layer Game. The grid became invisible and the object Player too. It also happens with the enemy objects.

    First I thought it could be something about the objects size, but some objects with the exact same size don't bug.

    Hope I can fix this soon, thank you for your attention!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thank you very much!

    Simple and extremely useful

  • Nwjs is uses the Chrome framework, so it's like having a browser included with your game.

    The lightest method for Windows desktop would be Windows 10 universal apps which you can sideload.

    This method exports the game for windows with a folder with a launcher? Like nwjs but without the browser included?

    Or just the normal HTML5 export, which has virtually no overhead at all.

    Wow this really makes it lighter. But how about a way to make it lighter and keep it a regular folder with a launcher? In a way that people download and play instead of loading from their browsers.

  • Hello everyone. Thank you for clicking on my post

    I have a problem with exportation in construct 2. All my games exported with Nw.js for Windows are heavier than 100 mb! A friend and I are making games every week (we have just started) and every game we made so far, as simple as they are, are heavier than they should be.

    One thing that I've noticed is that even the game in its prototype version (without the art and polishing) is heavy, and this way I can't tell what makes it weight like this. If it was something that I added I'd know, but it's definetely something about the engine that I'm missing.

    I will be providing a capx file alongside with the exported win64 folder of one of our games. You don't have to check them out if you don't want to, but please give me some tips on making the game lighter and, if you check the game files, what could I possibly be doing to such a simple game be weighting over 100 mb?

    Thank you in advance (I will thank you again if you comment, don't worry )

    drive.google.com/open (This is the win64 folder and the capx. file. You launch the game clicking on the file "executar". This one weights 41 mb because of Winrar)

  • Hello guys!

    I'm making a game for Ludum Dare and I'm having trouble!

    I have a main object, a Mirror, that has 3 instances on the screen. I want to pin one "collider" object on each one of the mirror instances.

    The blue objects are the mirrors, I want the purple objects (the colliders) to pin on each one of them.

    This is the code. I've tried lots of ways, but none worked. I tried to pick all instances and attach them, but what happens is that all the purple colliders pin to the first mirror, and the rest of the mirrors have no collider. Don't mind the instance variables, they don't seem to work.

    I know that this is very specific, but I really appreciate your reading and I hope you can help me.

    Thanks!

  • I would just use the set player vector.x (- or +) the amount you want to push the player.

    I would use 'on collision' so it only triggers once, or the way you have it may work.

    Yes, my system actually works. I tried with set player vector x, but it does the same effect, the player is just teleported, he doesn't slide that way. Thanks for the response, I'll start usin the On Collision thingy, I actually didn't know the difference between that and overlapping, but now I know

    You can make him "slide" how you want if you move him using something like this:

    on collision with enemy -> set X position to lerp(current.x,current.x+10,1-0.2^dt) (or do -10 for the opposite way)

    ~Sol

    Oh Thank you. I have finished my project already, I have to deliver it on Saturday, but I'll start using this code on my future projects with Construct 2. Thank you very much

  • Wow, thank you for the hint. That makes a lot of sense.

    What action should I use to make the character go backwards? An action that wouldn't just set his position

  • Hello everybody.

    I'm reeeeally new to Construct 2 and I'm producing a platformer like Megaman using free internet stuff.

    So, I want to know how do I make the character go back a little when an enemy hits him (just like in Megaman). I managed to do it in a way, but it's not as dynamic as I want.

    This is the system I created. When the character (Jogador, I'm brazillian so it's all in portuguese) is overlapping at offset +1 pixel or -1 pixel he moves to opposite sides. But he just moves, he suddenly moves to the side, he doesn't "slide" dynamically to it.

    So, to be clear, I would love if someone could help me making a system in which the character, when hitting an enemy, do a little jump to the opposite side and stay in place for some miliseconds. Thank you

    drive.google.com/open

    This is the capx file. All the variables and objects are in Portuguese and the version is r229