Minor's Forum Posts

  • Current project - until I get bored that is .

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    You can download the very early test here - http://dl.dropbox.com/u/1646976/PixPlat.exe

    Cursor Keys - Move

    Z - Jump

    X - Shoot

    First go at anything Pixel Art related.

  • OK. I've uploaded an new example that should work like you want.

    Just use the original download link.

  • Is this the sort of thing you was after?

    http://dl.dropbox.com/u/1646976/autofinishlevel.cap

  • Yes.

    On the start of layout event add Edit Box: Focus On.

    You could delete the first action in the start of layout event if you want the edit box to be blank, to save having to delete the default 'No Name'.

    Or add the action Editbox: Select All so as soon as a letter is typed the default text is deleted automatically.

    **EDIT**

    I've updated the example in my first post.

  • Quick and dirty example.

    http://dl.dropbox.com/u/1646976/textinput.cap

    Name is stored as a Global Variable 'Name'.

    Hope it helps

  • > Currently just a mockup, although I have a little of the engine done. First ever try at pixel art.

    >

    > Normal size 8X8 sprites

    >

    > <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/pixrick-2.png">

    >

    > Blown up X4.

    >

    > <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/pixrick.png">

    >

    Those look brilliant, Minor. Do you mind if I give you a little suggestion though -

    Try to establish a common light source in the tiles. Your rock walls have light coming from several directions. If you were to set up a consist light source with your highlights and shadows, the tiles will read much better.

    Thanks for the advice I'll edit my tiles to have one light source, I didn't think of that when i copied and rotated the tiles.

    Another quick mockup - tiles unedited

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/prick.png">

    And a quick runcycle - my first ever .

    Normal 8X8

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/rick_run1.gif">

    X4 in size

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/rick_run_x4.gif">

    Death by Lava?

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/firedeath2.gif">

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  • Currently just a mockup, although I have a little of the engine done. First ever try at pixel art.

    Normal size 8X8 sprites

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/pixrick-2.png">

    Blown up X4.

    <img src="http://i19.photobucket.com/albums/b170/mr_flibble_hhah/pixrick.png">

  • Another way that I've used on the platform engine I've been working on is - when the player overlaps the rotating playform set it's vertical speed to the platforms Y vector speed, in your case you should set it to the "swingarm" y speed.

    I've added it to your cap. It isn't perfect but could probably be tweaked a little more to give better results.

    http://dl.getdropbox.com/u/1646976/rota ... tforms.cap

  • Hi.

    Here's a fixed cap.

    http://dl.getdropbox.com/u/1646976/test ... tforms.cap

    When in contact with the slopes you where checking the angle of the "player" objects angle, but when using the controls you set the "sprite" object angle to 0 or 180. So the angle was always returning as zero.

    Not very well explained but the cap should help.

  • Quick example.

    http://dl.getdropbox.com/u/1646976/anims.cap

    I'd suggest reading through Deadeye's platfrom school in the tutorials section of the forum.

    Hope that helps.

  • I have 0.99.5

    I can't find (in the program's folder) z map editor. Only cap file is in the tools\mesh editor\mesh editor.

    There is an example of what you want to do in the Mesh Editor .cap.

    It's in the group buttons & the load and save part, it uses the common dialog object.

  • It really isn't any different than creating the mele sword attack.

    http://dl.getdropbox.com/u/1646976/sword.cap

    Left/right Arrows - move

    Shift - Jump

    Space - Sword attack

    Z - Use gun

    I used a global variable so that you can't use the sword and the gun a the same time, if you would like to use both you could simply remove the variable checking conditions.

    Again I hope it helps.

  • I'm no Construct expert but I can't see anything wrong with your cap.

    What I did is removed your main menu layout and created a new one with nothing in it other than the event for a left mouse click to take you to the Map Editor Layout and it worked perfectly.

    It probably is a bug so I'd suggest deleting the old main menu and create it again and see if that works.

  • what im planning to do is, have an animation for the attack, and i have a swork attached to my character, and for the combat i was goint to make enemies get damage when colliding with the sword, but add a counter condition that would prevent any damage to enemies unless the attack animation was running. been using construct for like 4 days so someone else might have a better idea

    Yeah thats what I'd do too.

    I made a quick example.

    http://dl.getdropbox.com/u/1646976/sword.cap

    Left/Right - arrows move

    Shift - Jump

    Space - Use sword

    Brown boxes are destroyed when hit by the sword.

    Hope that give you an idea of how it could be done.

  • Dark Story - Was my favourite graphically but I was unable to play as the game character vanished on the start of the game, and then I could use the right arrow key to scroll to the end of the level.

    So I'd say Jump Jump Pixel Ninja was my favourite.

    Are you going to post any new contests here? I'd be interested in taking part if I get time or an idea that fits the competition.