Miu3's Forum Posts

  • This is a small example where I used a solid object with solid and platform behavior to make an imitation of a box being pulled by pressing Z button or pushed by the player.

    I find this method good for setting different speed movement so you can basicaly more specify how fast the player shall move the object and can even push it down a cliff!

    Note: The platform behavior in boxs settings got the default controls turned off

    File: dl.dropbox.com/u/5214903/GM/push%20pull%20box.capx

  • Im not sure if this example was already made so I apologize for "reinventing the wheel"...

    Anyway, heres an example of a player climbing a ladder with the ability to climb trough solid objects by enabling/disabling the platformer behavior.

    File: dl.dropbox.com/u/5214903/GM/ladder.capx

  • Some isometric atempt but not perfect yet.

    Use Z to jump and arrows to move.

    Note: needs Z ordering plugin

    File: dl.dropbox.com/u/5214903/GM/isometric%20shadow%20movement.capx

  • Thankyou, the ideas are very helpful :)

  • Hello

    I was wondering if it would be posible to effect objects, depending on wich layer they are.

    Theres already an action that makes it posible to move the object to different layers so I think this combination would be nice.

    I have noticed that layers sofar got more function just for visual organization and parallax effect but it would be nice to have an condition like, If player is on layer1, make this solid object on layer2 inactive, or prevent overlap or conllisions.

    I could imagine using this for example for enemy ambushes where the enemy is in the bg and can hit the player only when they are in the same layer.

    Or a puzzle like adventure game where the player can get to the platform in the bg for extra treasure and evenrything in the foreground wont effect the player, especialy the solid objects.

  • If i got it right, you want to do two different jump poses in a double jump wich could be something like this dl.dropbox.com/u/5214903/GM/jumpPose.capx

    As for your problem in using vector Y, its not easy to find a solution when you dont include the file

  • I believe this is atleast twice shown in "How do i" section for how to do a mario like jump over enemies in Platformer behavior

    scirra.com/forum/how-do-ifrequently-asked-questions_topic45416.html

    The simulate control as i know is just doing same like when you press a button in default to jump or move.

    So for what you are looking for, you definitely want to use the vector Y

    to do any kind of jumps in anywhere than on solid ground in my opinion.

  • > dl.dropbox.com/u/5214903/GM/First%20gamezombieFix.zipThanks alot! I see what I did wrong.

    But now I have the problem that the zombie goes crazy (going from left to right) when I'm above it.

    I thought I'd fix it by showing the freshly made LookUp animation when the player's X axis is equal and the Y axis is higher than the zombie's:

    <img src="http://i.imgur.com/21X1l.png" border="0">

    why doesn't this work?

    CAPX

    I myself had trouble figuring that issue when trying to do first game in C2 and this is main reason why I dont like using comparing distances much. One of the solutions i came up with migh be good enough for what you can try to do.

    dl.dropbox.com/u/5214903/GM/First%20game%20ZombieLookUP.zip

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  • I've looked at several sample capxs and can't seem to get the behavior I want out of my enemy. I just want him/her/it to patrol back and forth in a particular area. I set up some sprites to act as collision points to make them turn, but it just doesn't seem to be doing what I want.

    Anyone? Thanks!

    http://dl.dropbox.com/u/6990704/test8.capx

    Heres a fixed version with some explanation after hours of testing

    dl.dropbox.com/u/5214903/GM/test8fixed.zip

    My made examples are not perfect. They are just one of many ways how to make things but i hope this solves your problem

  • Sadly I had no net this week so I spended over 2 hours to go to trainstation for free wifi just to download the new built. Thankyouuu for the "Apply to whole animation" function for resizing!!! :D

    Anyway, heres an example of a platform character that its movement is controled by animation that I made.

    The idea of it is to give the character more life in prince of persia like style.

    Sudgestions and examples with other ideas for this topic are welcome!

    Example contains:

    -Basic description in eventsheet

    -Character turns around and then walks with Wayt system

    -Character jumps on specific frame

    -Character makes whole step before stops moving

    File: dl.dropbox.com/u/5214903/GM/advAnim.zip

  • I'm having a bit of trouble with this, I want the object that the enemy hits to turn around ("item" in your example) to be solid but the enemy doesn't turn if it's solid,

    As i know, you cant really do collissions nor overlaps with solid objects. But you can place the sprite on the position where you want your character do the actions.

  • Few days ago I made some examples that control the enemy with bullet behavior.

    Today I used the platform behavior that automaticaly controls the enemy with events to make an example.

    I learned that the main plus in using the platform behavior rather than bullet behavior is better control of a enemy with gravity who can move on solid objects and simulate movements like jump.

    Sudgestions and examples with other ideas for this topic are welcome!

    Example contains:

    -Basic description in eventsheet

    -Enemy with platform behavior is controled in eventsheet

    -Enemy being turned left and right by overlaping just one sprite

    -Enemy jump simulation to reach higher places

    File: dl.dropbox.com/u/5214903/GM/EnemyPlatformer.capx

  • Miu > it would be great if you could share .capx instead of zipped project for such test.

    This way I just have to download and run, and I don't have to create a folder and unzip a whole project just to run a c2 test.

    And for that, you just have to "Save as single file".

    *Edits* done

    One thing allthough i find interesting is that when others have a link clearly with .Capx, my pc still downloads it a .zip file.

    Anyway,hope this is better for you

  • Im telling you, combining these two behavours in a desired way can be avfuly difficult to give the platformer game a feeling of physical control.

    I tried also private and global variables to prevent the player pick more than one object at once but then the player got trouble to trow them around.

    Here is my try...

    Sudgestions and examples with other ideas for this topic are welcome!

    Example contains:

    -Platformer combined with physic object

    -Platformer standing on, picking, pushing and trowing physic objects around

    File: dl.dropbox.com/u/5214903/GM/pvsp.zip

    or CapX: dl.dropbox.com/u/5214903/GM/pvspp.capx