matthewbbarr's Forum Posts

  • 5 posts
  • Hi all. My name's Matt and making video games has always been something I've been interested in, but my background has been story and art ever since I was young. Programming and coding has always been tougher for me to wrap my brain around. When I was a kid, I checked a book out of the library on "how video games are made." Basically, it informed me of the fact that someone designs a game and someone programs a game. And that's about it. So...yeah...not too helpful.

    I started learning a little bit of BASIC in middle school, but was mostly just doing text games. I fiddled around with Gamemaker for a bit, but didn't much like what I was coming up with. Fiddled around with Flash a bit, but again...not too enamored of my results. To be honest, I can't even remember how I heard of Construct 2. It's like it just sort of come at me out of the ether. Like an epiphany! But it's finally letting me realize that old dream of making games.

    Glad to be here. Glad to have found out about the awesomeness of Construct 2. Just glad all around!

  • Thanks! There is a bit of a known quirk with the duck/crouch, which might be what you're experiencing. It crops up as a result of trying to crouch right after landing from a jump. Landing triggers a quick animation and, until that's finished, he can't duck. It's only a fraction of a second, but it definitely throws things off, so I think I'll have to tweak that. If you're seeing something different, though, definitely let me know and I'll try to track it down!

  • Anybody out there a fan of Red Letter Media (http://www.redlettermedia.com)? If not, you can still enjoy Space Cop: The Game, but it will be that much richer for RLM fans...

    http://www.doghousereillystudios.com/spacecop

    Few things:

    -currently, it's only a single level level

    -on replay, there's no way to skip through the intro yet...I'll put that capability in soon, though

    -this is a fan game, not an official RLM release

    Enjoy!

  • That seems to have done the trick. Many thanks! I had tried this earlier, but must not have had everything organized correctly, because it didn't seem to be working. Now it's working like a champ! I also changed it so that the attack triggered while the two sprites were overlapping, rather than on collision. I think that was part of the problem as well.

    Again, many many thanks!

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  • Hi everybody. I'm pretty much brand new to Construct 2 and am working my way through a platformer. I've run up against a snag with some of my enemy behavior. My enemies patrol over a set distance, turning when they collide with an invisible "detector sprite." No problems there.

    When they're on collision with the player, I want them to go into an attack mode were a few things happen:

    1) The enemy stops moving forward.

    2) The enemy's animation changes to an attack animation.

    3) The player's acceleration and jump strength is reduced, slowing him down.

    4) For every 1.5 seconds that the player remains "under attack," his health is reduced.

    5) Once the player gets away, everything goes back to normal.

    This is what I've been able to work out so far:

    [attachment=0:18ymk74s][/attachment:18ymk74s]

    Undoubtedly, there's a more elegant and efficient way to do this, so I am gladly open to any and all suggestions, but the big problem is that this works just fine, but only with the oldest instance of the enemy in the layout. On collision with any other enemy, there is absolutely no effect. If the oldest enemy instance is destroyed, then the attack actions work with the next instance, and so on.

    I've looked through the manual and the forums and tutorials and can't, for the life of me, figure out what I'm doing wrong and why the attack actions only trigger for one enemy in the layout at a time.

    Any help would be MUCH appreciated!

  • 5 posts