Megabeard's Forum Posts

  • It's working well for me so far. I downloaded the .exe for the older version just to be careful though.

    Also, thanks for the info Lucid.

  • I'm having a bit of an issue with image points in my platformer. I have a power up in the game that gives the player a weapon which shoots projectiles, and like in the Ghost Shooter tutorial, I figured all I would have to do was set the image point to the weapon. But whenever I have the player turn to the left (Thus mirroring the sprite), the projectile comes out at the wrong spot. It's not off by an awful lot, mind you, but it is quite noticeable.

    In addition, whenever the character does completely different animations (Like jumping for instance), and I have them shoot at the same time, the projectile comes out of their face. <img src="smileys/smiley36.gif" border="0" align="middle" /> I suspsect that's not an issue and just means that I have to make an image point for the jumping animation and account for that in my event sheets, but the first problem seems like a very odd issue.

    Any help would be appreciated. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Very nice, thanks for the upgrade!

    Just wondering, but if I start using this for a project I'm well into, will certain things not work correctly like how you see in much older builds of Classic?

  • set the layer scrollx/y rate to 0

    but you should use a Inheritance Layer:

    "Every layer has a property titled 'Inheritance Layer'. Using this property, it is possible to display the content's of another layer - even from a different layouts! Just specify the (unique!) name of the layer you would like to 'inherit', and Construct will search for that layer in the entire application. This is very practical to make things like HUDs appear in multiple layouts without having to copy their containing objects."

    wiki

    And don't forget to import the Event Sheet

    D'oh! I can't believe I didn't think of changing the scroll rate to zero.

    That sounds like an incredibly useful feature too. Saves the trouble of copying it over and over for each layout, so it's definitely something I'm going to have to try. Thank you! <img src="smileys/smiley10.gif" border="0" align="middle">

  • I've searched the forums and didn't find anything that specifically matched my problem, so I hope someone can help.

    The issue I'm having right now is how to go about having the pause menu pop up when the player pauses. Now, I've seen people explain that you'd need to have the menu created as an object and store it in its own layer. Then I'd just have it move up to the top layer when the player hits pause.

    But here's where my problem comes in: How would I make sure that the menu always pops up in the right place? If I merely moved it from one layer to another, it could show up completely off-screen. Another potential issue would be how to handle the text and the highlighted effect they're supposed to have when the player moves to that option, but I can work around that with multiple sprites if nobody is sure how to help me out there.

    Any help would be appreciated. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Graphicsgale is a free program for pixel art and animation. It's one of my favorites because you don't need a tablet to make some decent art with it.

  • Mortal Kombat is still my most played game. I also just recently finished with Saints Row the Third and play Zelda Skyward Sword on and off.

  • I'd accept the explanation that C2 is the fix to CC if it exported to .exe, but that's really the big difference and why I don't use C2.

    Granted, I haven't noticed any horrible bugs in Classic and I actually like it a lot more than most of the programs I've used in the past. So I am grateful for it, it's just that the explanation doesn't really satisfy me. It seems like a small reason, and it's only one thing, but the lack of .exe export just doesn't feel like any kind of fix. It's like how in some yearly sports video games, you see them taking out features sometimes. It doesn't bother everyone, but sometimes there is a small group that's constantly pleading with the devs to add it back in. I guess you could put me in that category. So I do hope you guys add .exe support in the future.

  • This might be a ridiculous question on my part, but do you mean just have the player jump once and then they aren't allowed to for the rest of the level?

    If you meant not allowing the player to jump, then again in mid-air, then Awesomeggs has the answers. :)

  • Edit: I figured it out right after posting the topic. lol

    Sorry about that. If anyone wants to know the problem and solution though...

    Problem Was: When my player dies in the game, I have an animation play very similar to what you'd see from the old Mario and Sonic games. The player goes flying up in the air, then lands below the ground.

    Now the problem I'm having is that when my enemy gets me, and the character goes flying up in the air, he can still somehow hit the enemy, even though I specifically set them to be ignored when he makes contact with them. Even worse is that one of my enemies is set to follow the character from a certain distance, so when I get hit by him, he continuously paces back and forth, which causes the player to keep bouncing up and down for a few seconds, sometimes even longer, before finally falling below the floor. I know how to fix that issue in particular, but I'm more concerned about the fact that my character can still even touch the enemies after death.

    Solution: I simply had to disable the group that allowed me to die after it was finished up with everything. You see, the group specifies that when the player is hit, one of the actions is for the player to jump. It kept detecting that I made contact with the enemy, and kept telling the character to jump. Kind of silly that I had such a problem with it.

  • I bet you pixel had lots of ideas for games during the time he was working on Cave Story.

    But you know what the funny thing is? He sat down intermittently over a period of five years working on Cave Story, to make sure that Cave Story was good.

    One good polished game is worth more than a thousand ideas.

    Well I don't know much about Pixel aside from him making Cave Story and being a game designer (Or was it programmer?), but I would bet his day job was what really caused the production of Cave Story to take 5 years. If you think about it, it's pretty hard to find free time to be making games on the side, all by yourself and with no resources to work with aside from inspiration. Then there's also the unpredictable hours of game design. Some weeks they'll be working for a hundred hours, others it's a normal schedule. There's also everyday activities, or other ways to spend free time to take into consideration. Granted, the game is polished, no doubting that.

  • All of these tutorials should be for Construct Classic amir. Have you downloaded the newest version for CC?

  • Okay, so I've got the jumping movement down, but like I feared, the animation is a problem. I tried giving the enemy a private variable to determine which animations he'll use. He basically has 2 idle positions, 2 jumps, and 2 falling animations. I figured if the private variable changed while he was falling, I could get a different animation with each time the enemy jumps, like in the stick figure picture I drew above.

    But for whatever reason, these commands seem to be ignored and just play the idle and jump animations. No falling animation and none of the alternate animations play. I feel like I'm missing something simple here... can anyone help?

    Here is an updated .cap:

    dl.dropbox.com/u/42313097/Boss%20Man%20V26.cap

    EDIT: I've found a temporary work around by simply applying the sprites as one animation and trying to match up the frames to where they should be. It's not the best result, so if anyone could still help me out, I'd appreciate it.

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  • I'm currently in the game design major and have just one more semester to go. Honestly? I think just having the degree is what everyone gets so worked up about. The things I was taught... I could have learned them online on my own too. Hell, half of the things I learned at school, I got from the internet. I haven't been shown any tricks of the trade, or any secrets. I've just been taught the basics, which will not get me anywhere in terms of getting a job. My school is even ranked in the top 10 for game design schools.

    The point is, I think there's a huge misrepresentation about video game related education in the media. Was the experience worth it? No, it was not worth at least a decade of living in constant debt, not by a long shot. Will it land me a job? That's yet to be seen, but I have serious doubts that a degree alone will get me something.

    We have similar goals, since I would like to be the owner of a Development company some day too. My recommendation is that you get the bang for your buck. Take value into account. Don't go to a school that's going to put you in debt up to your neck for a degree that's not even required for a lot of game designers, especially if you want to start your own company. As Arima said, I would not go to school specifically for game design if I could do it all over again.

  • Hi, I'm having some trouble in making my game again, and this involves something a bit... odd that I want my enemy to do.

    Basically, I'd like my enemy to be bouncing around in horizontal directions depending on where the player is (If they're close enough). Now for the complicated part, the enemy is going to be changing sprites in mid-air to reflect what they're doing. The best way I can describe the motion I'm looking for is like how a slinky moves when they're going down stairs, except of course there's no stairs involved here.

    I'm having trouble describing the motion I'm looking for, so I took the liberty of drawing a stick figure showing the motion <img src="smileys/smiley36.gif" border="0" align="middle"> :

    I have attempted giving the enemy a Bounce behavior, but it always acts strange when I add it in. Usually it'll bounce in the air off of nothing, which I don't think is supposed to happen...

    Here's the .cap if anyone needs it: dl.dropbox.com/u/42313097/Boss%20Man%20V19.cap

    For reference, the enemy I'm talking about in the cap is called LL_SuckUp.

    Any ideas?