midnight's Forum Posts

  • yo guys been awhile

    Device name: NVIDIA GeForce 8400 GS

    Pixel shader: 3

    Estimated VRAM: 617 MB

    Motion blur: Yes

  • Hmmm...actually, if anyone can come up with a more ideas for lessons we can all contribute to the Construct Course, just naming which one's we'll create, bundle them together and volia!

  • I should be honest that as a user from the original game creation programs (Klik n PLay, Games Factory and Multimedia Fusion) I STILL don't understand much of the crazy math used in some of these applications. I usually stick to platformers LOL.

    Construct is a rather simple program to use once you are comfortable with the interference, but then again I suspect most of us here came from a background of using these programs. I wonder if you can download Games Factory, that'd be a simple nothing fancy way to get used to game creation.

    Construct is like a high tech cell phone; it has millions of cool features most people won't ever use for one game, but they are there.

    I'm all for helping you out man, I learned Klik n PLay and Games Factory by myself and did things the hard way. Most of it is really just logic. Another thing too, not all people are suited to program and to do art, some are meant to do just one.

    I did make a simple platform example if you haven't seen it already:

    I'll be glad to help, just mail me.

  • David, that is extremely cool! It's functional and not too complicated looking! Outstanding work, this is very impressive! It was really fun moving around from platform to platform with this demo LOL

  • AH good thought, using counters. Yes, having named variables is very nice in construct for these reasons! Sorry, last night I wasn't thinking too straight (just got off work).

    You have the idea though:

    while on ground and press control

    set groundshoot value = 1

    While on ground and value groundshoot = 1

    Play Shoot animation

    same for jumping

    The only problem is that "when animation finished" is not working, so you can't just yet do:

    Animation shoot over

    set groundshoot = 0

    set X animation to idle

    frame 1

    play

    ect ect

  • Great update! I might convert to this movement! I found a bug though!

    I was playing around on the up-down moving platform (second counting down from top) and I don't know what triggered it, but I fell and the platform went with me!

    *edit: try doubling jumping underneath that smae platform when it is at the top, you can indefinitely double jump!

    *the first bug: jump and press down when the platform is at the bottom of it's path. Hard to describe exactly.

  • anyone have input?

  • I took the platform movement off and ran layout-> nothing!

    With platform still there it just fell. Very weird man! LOL

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  • Hello! LOLOL

  • What's even weirder so far is that link LOLOLOL

    It's text

    Is your cap corrupt?

  • upload the cap me too lazee

  • Here is a Mega Man example for Kysan!

    It's not commented but it should be self explanatory. Nothing fancy!

    BUT...!

    ..it's crashing on me when I try to move...

    and Mega Man goes underneath platform and falls down when I jump.

    So I haven't had a chance to test it really.

    Might have something to do with hot spots? Each is centered though.

    Two downloads:

    cap for easy open

    http://www.fileden.com/files/2008/3/4/1 ... egaman.cap

    Rar with cap and music file (after all, what is Mega Man without music??)

    http://www.fileden.com/files/2008/3/4/1 ... egaman.RAR

  • MEAGAMAN FTW! I'm a MegaMan freak LOLOL. You should see my Rockman figure collection...

    Yes that is easily possible, you'd need the following animations:

    Idle

    Walk

    Jump

    Shoot Still

    Shoot Walking

    Shoot Jumping

    Slide (if you want)

    for setting the animations, you'd just put in the condition player pressing/not pressing 'firebutton'

    Example: Walking Right and not shooting

    MouseKeyboard: Key Right arrow is down

    MousKeyboard: Key Control is down {INVERSE THIS CONDITION}

    System: 0 MegaMan[Platform].VectorY Equal to 0

    System: Trigger once

    MegaManSet animation to "Walk"

    MegaManPlay current animation

    MegaManSet angle to 0

    Example: Walking Right and shooting

    MouseKeyboard: Key Right arrow is down

    MousKeyboard: Key Control is down

    System: 0 MegaMan[Platform].VectorY Equal to 0

    System: Trigger once

    MegaManSet animation to "WalkShoot"

    egaManSet animation frame 1

    MegaManPlay current animation

    MegaManSet angle to 0

    I'm sure you can understand how to differentiate jump and jumpshoot animations:

    Example: Jumping and shooting

    MegaMan Animation Jump Playing

    MousKeyboard: Key Control is down

    MegaManSet animation to "Jumpshoot"

    Example: Jumping and not shooting

    MegaMan Animation Jump Playing

    MousKeyboard: Key Control is down {INVERSE}

    MegaManSet animation to "Jumpshoot"

  • OH! the midi needs to be in the same directory as your cap file. also include the extension name, so if your mid is cheesewhiz, it'd be

    "cheeswhiz.mid"

  • Construct on kiva! Kiitos Ashley!

    Terve Jayjay ja Burkey!