Megabeard's Forum Posts

  • It sounds interesting, but the video isn't working for me. I keep getting one of those youtube sad faces on the screen.

    Edit: Well your edit explained why that happened. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Guess I'll wait until later.

  • For the dialogue tutorial, are there any plugins needed for it to work? The .exe works fine, but when I try to run it from the layout in the .cap, I just get a blank window.

    Just wondering since I'm about to attempt to implement dialogue into my game using that as a guide.

  • Yeah, I agree that option B is better. If you do plan on adding more to it though (I know you were just saying that as a hypothetical), I'd personally make my own group for it, have it disabled by default, and enable the group when the global variable "Switch" is less than one. If nothing else it's good for organization.

  • 1-uncheck "solid" in the hero attributes (it's for the environment, platform characters slide on collision with solid object)

    2-set the enemies' hotspot in thecenter of the character (not in the center of the sprite)

    3-in the "battle" event sheet, try removing the condition that theenemy.Y is greater than the hero bottom.It works better like that.

    there are other problems in the way the enemies are made to move. But now you can jump on them sometimes

    Your first suggestion worked perfectly, now it works every time! <img src="smileys/smiley4.gif" border="0" align="middle" />

    I also followed the second suggestion too, but the third one would make it so that the enemy just gets killed on contact.

    Thanks for the help, decian_gage.

  • That does solve the issue of the enemy turning so fast, thanks.

    Although I still can't land on his head (Therefore killing him) most of the time. I just keep sliding right off for some reason. My collision masks are basic boxes, so that shouldn't be the problem, should it?

  • To put it simply, the enemy involved with this particular problem is supposed to be killed by having his head being jumped on. But every time I try to jump on his head, he just keeps on sliding past me. I'm unsure if the problem is collision mask related, or just the fact that he turns so fast when the player is in the opposite direction of him, but being able to kill him is nearly impossible.

    Here's the .cap:

    dl.dropbox.com/u/42313097/Boss%20Man%20V13.cap

    Can anyone help?

  • Yeah, and I also saw his other video for copying a collision mask to all animations, which did help me out and answered some of my questions since making the request.

    Just to give an example of what's giving me trouble: Let's say you want your enemy to have a melee weapon which deals damage, and that to kill the enemy you jump on their head like in a traditional platformer. I would need two collision masks, but I'm just not sure how that whole deal works.

  • I was hoping someone could maybe do a quick tutorial on collision masks? Every time I try to use them, things always go wrong (For instance, I can't delete them for some reason), and having per pixel collision, as you can imagine, is usually problematic.

  • I'm for keeping it on Construct Classic.

  • dl.dropbox.com/u/2721498/2stroke/Construct/cap/platformanim.cap

    Is that solved the problem? (If so, look at the animation sheet)

    I don't know much about the collission masks, sorry.

    Yes, it worked perfectly, thanks! <img src="smileys/smiley1.gif" border="0" align="middle" />

    And I think I see what you did too. You combined "is walking" with "special is down" into one event, correct?

    Edit:

    I've found out that I can use containers to match up animated sprites with the collision mask... now if only I could figure out how the collision mask works.

  • D'oh! <img src="smileys/smiley36.gif" border="0" align="middle" />

    Alright, here's the cap:

    dl.dropbox.com/u/42313097/Boss%20Man%20V11.cap

    While I'm at it (And to avoid making too many threads in a row), do you guys have any advice on how to use collision masks? Is there any way I can make on mask for all animations, for instance? I feel like I don't know much about how to use them in Construct.

  • The computer I'm running on was actually built for playing games, though the fact that it's three years old may still mean the graphics card is the problem here. Ah well, it's only a minor annoyance. Thanks for the responses. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • In my game, I'd like for a longer, more extended version of my character's walking animation for whenever the player decides they want to run. There are two extra sprites to add to the walking animation for it to be a full "Run", so I decided to copy the "walking" sprites and paste them in a new "Running" animation, and added the two running sprites as well.

    The way it's working at the moment is that walking is just the arrow keys, while running requires you to hold down a key. I've got the speed increase working fine, but whenever I set it up for the animation to change to "Running", in game, my character freezes on whatever sprite it was on in the animation before holding down the run button. To fix this, I tried setting a frame for my running animation, but the results were the same.

    Any ideas on what I can do for a smooth transition into my running animation?

  • I do have a basic continuation file done however you have been extremely busy with other things I have to get done. If any body is good at figuring out codes and wants to comment it out so other people can understand it than please say so because I don't know when I'll get to work on it again.

    Do you mean comments in event sheets, or do you mean the signs in the tutorial itself? I don't speak for everyone else, but I could live without commented event sheets. <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Glad to hear it's not just me. Though for me centering the layout didn't quite fix the problem. Although it did make it a bit less noticeable. Thanks for the suggestion.

    What a strange glitch. I don't think my computer is too old. 3 years doesn't sound too bad, does it? <img src="smileys/smiley17.gif" border="0" align="middle" />

    Could it maybe have something to do with the Operating system? I'm running Vista on this computer.