Moontail's Forum Posts

  • I'm looking to implement magnets in a platformer that attract/repel the player toward them based on their polarity. Specifically, as seen in this thread: https://www.construct.net/en/forum/construct-2/how-do-i-18/how-do-i-implement-magnet-beha-49990?kws=magnet (the links are now 404s).

    However, using the standard platformer behavior with a force toward the magnet with physics doesn't interact well with each other (platformer behavior is unaffected by the physics attraction), so any assistance is appreciated. Thank you!

  • Hi all,

    I have been encountering an odd error in some of the most recent versions of C2, but I think it's an issue on my part rather than a bug.

    This error occurs when I pause the game, and I'm wondering if I can locate where the error is happening based off this message. Any help is appreciated!

  • Download link. (I will be posting one on the arcade soon as well)

    Hold Z to run and press X to jump.

    This demo eliminates pause/level complete menus and instead directly goes between levels. That, of course, will not be present in the final game. After completing the final (20th) level, the game will close.

    Phrixus & Helle is an independent, sidescrolling puzzle-platformer game coming soon for PC!

    When Phrixus loses his twin sister Helle in a tragic accident, he's given the opportunity to bring her back from the underworld. By guiding the twins separated between worlds, will they be able to reunite?

    It features:

    -Over 200 challenging levels

    -Tons of unlockable content such as concept art, character skins, minigames, and music

    -4:3 and 16:9 resolution support as well as fullscreen compatibility

    -Keyboard and gamepad support, including customizable controls

    -Original soundtrack, art, and design

    -For both PC and Mac

    I appreciate any suggestions, criticisms, etc. This is a project I have been working doing off and on for the last few years, so knowing if it is worth continuing (and if so, what direction it should/shouldn't go) is valuable.

    Feel free to begin following the game if you're interested in social media! Expect far more updates forthcoming.

    Twitter

    Facebook

    Youtube

  • Really liking the look of this! One of my favorite touches is the way your character hops a little in place when idling, very chicken-esque. Your graphical consistency and design plans sound both solid and really manageable too. I will definitely keep my eyes out for this one.

  • very creative game

    I am excited to play it.

    do you upload it on play store ??

    Thank you! It is not available for play at this point, but I will certainly keep you updated on distribution as development continues.

  • My project, which has been in the works for a long time now. Expect more images and details in the near future!

  • Hey all. I am having issues with using a player sprite with the platform behavior and a solid block in a sidescroller. An event triggers while the player is on the solid block causing it to no longer become solid and have them fall off of said block. However, the player does not respond to this change, staying on the now not-solid block or having several seconds of lag before falling. Is there a way to fix this so that the player falls immediately when the block is no longer solid while they are on it? (I am wondering if this is a collision check issue)

    Thanks!

  • That's exactly it. I was able to achieve the same effect by comparing to your capx - hadn't thought about locking the Y vector. Thanks so much!

  • Hello there.

    I'm trying to implement horizontal moving platforms (with JumpThru behavior) and a controllable player sprite with the Platform behavior. Here's the catch. I don't want the player to move horizontally with the platform. So, the platform effectively slides out and under the player if they do nothing, and the player can move independently, without influence of the platform, while on it. Any help would be appreciated.

    I browsed the forums and FAQ to see if a similar question had been answered elsewhere, but didn't find anything. Apologies if this has already been addressed in a similar thread.

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  • I'm disappointed that more games don't include queer/nonbinary protagonists. There's progression in certain digital mediums (e.g. the shows Justified and Transparent) but not in others.

    That being said, I don't have much of a preference. For me, I'm not all that interested in relating to or identifying with characters, and am much more interested in following a character's story and walking around in their shoes for a while. As a cisgender male, I'm somewhat more interested in character stories that are distinct from my own, so I suppose female game protagonists.

  • I have yet to submit a game for Steam Greenlight, so forgive me if my perspective is not the one you're looking for. However, I've worked on a variety of fan projects through the design process, have researched this a lot, and am preparing to release a game, so I can speak to a bit of experience on the subject.

    In general, I tend to think public demos are not necessarily the most strategic.

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    has a good perspective on the subject. It might interest people to play the game, but may already give them their "fill" of it. In contrast, trailers and screenshots generate interest while giving them a bit of a hunger for actually playing it.

    However, I think that private demos are extremely valuable, especially early in development. If you have an idea and early process for a game, private testing in that stage can help redirect the rest of the design if people report issues, give you a general feel for the game's strengths, and also be a good source of motivation. Assembling 3-10 people to test an early version of the game can give great feedback while avoiding potential revenue loss that'd accompany a public demo release.

  • It varies a bit. Some levels I'll sketch out by hand, then recreate in C2. Others aren't sketched, but I'll have the design visualized. Still others might just be made when tinkering with Construct 2.

    I find it useful to brainstorm the types of levels you want to include before you start designing them - e.g. the various gimmicks/aesthetics/etc you plan on implementing for them. That helps avoid redundancy in level design.

  • I'm curious. In games that feature multiple save slots to load from and save progress to, how valuable do you find copying data from one save slot to another?

    To be clear, I'm not asking how to copy save slots, rather if this is a feature one ought to include in games. I realize it's not a necessary feature, but do you tend to think it's one worth the time and effort?

    I'd imagine it's contingent on whether the game has automatic or manual saving. With manual saving, you can easily overwrite files or save progress to empty files if you want a copy at a particular moment. With autosaving, copying would allow you to suspend one file at a particular point.

    Part of why I ask is because this feature seems be in not nearly as many games these days.

  • -Try to make a BG color scheme that's either a fair bit lighter or darker than the FG. For instance, a lot of the hills in Mario games are lighter than the ground tiles. Lightening up the BG rocks would help in this case.

    -Different scroll rates for BG layers help if you aren't already doing them.

    -Avoid objects similar to the FG showing up in the BG, such as a couple of the ledges you have.

    -Avoid any black in the BG (which it looks like you're doing).

    Contrary to what you say, a lot of the graphics here are quite nice, especially the player and the BG rock shading.

  • Persona 3 FES. One of the best, most atmospheric RPGs I've ever played.

    I've also been enjoying some Super Smash Bros. for Wii U off and on.