Muurtegel's Forum Posts

  • That's awesome!

  • Then I'd suggest to just pay a few dollars to get a real webhost.

  • If you want more unique visitors, you'll have to have other websites link to you. You can do this by blogging about interesting things on a big website for example. People who read your posts and like them, will probably check out your website.

    If you want a group of people that keep track on your website and return from time to time, you'll have to do something that keeps them interested. A regularly updates news page or blog will help that for example.

    Try to make a list about things in a website that makes you go to them. Or make a list on how you find new websites to visit..

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  • And now?

  • Fixed the link to the photo

    <img src="http://photos-1.dropbox.com/i/l/BqeC6srY2QHG9RbjkbePO-24muSLIWJ03Lo3nvzX0O4/1304063/1307365200/348e872">

  • I normally don't post pictures of myself on forums, but this one is just too awesome:

    <img src="http://photos-1.dropbox.com/i/l/BqeC6srY2QHG9RbjkbePO-24muSLIWJ03Lo3nvzX0O4/1304063/1307365200/348e872">

  • Okay. I was a bit confused. I thought that's what you meant at first, but the game you linked doesn't do that. Maybe it's hard to see because the bottom part of the platforms overlap the player.

    Anyway, you could create your own jump mechanics that do what you need with events. With varying degrees of difficulty, depending on how you do it. You might even have an easier time trying to create your own platforming movement with Custom Movement behavior, rather than trying to finagle the Platform behavior into doing something it doesn't want to do.

    If you do make custom jumping it will likely have to be custom gravity as well. I would try making a variable called "VerticalSpeed". When the player just standing there, VerticalSpeed would be at something like 800. When the player hits the Jump button, it sets VerticalSpeed to, say, -400. Or something. Then, every tick you count VerticalSpeed back up towards 800.

    Then you can do an Always event where the player's actual vertical speed is set to the VerticalSpeed variable, and jumping and gravity will be handled for you that way.

    This would allow the sticking to the ceiling effect that you want, because even if the player hits a ceiling, whatever remaining negative speed you have left over from the jump will still need to run it's course. So the player will continue to move towards the ceiling until VerticalSpeed is greater than 0, at which point he will start to fall.

    That's the theory anyway. Good luck

    Thanks for the explanation. I know what you're talking about and how, in theory, it works. I'm going to finish my to do list for the necessary functions first and when there's some time left, I'll look into custom movement behavior.

    The game needs to be finished in 1 or 2 weeks, and I still have a lot of work to do so it might get tricky.. Thanks for helping me though!

  • Thanks Lunar, will think about it. I don't have a lot of time until the deadline though (and it sounds pretty hard).

    > When I make a sprite with Platform Behavior and jump into the ceiling, I don't fall straight down and I am still able to maneuver the sprite as it falls.

    >

    I'm pretty sure he wants the sprite to push against the ceiling until the jump is over and the sprite starts falling.

    Yeah that's it. It's easier to jump to other platforms in a small space that way.

    If it's too complicated, I'll just have to live with the way it is right now.. I was just wondering if there was an easy solution to this..

  • Hey everyone,

    Currently, when my character hits a roof (solid) his jump is ended immediately and he falls down. Is there a small option that allows me to finish the jump (ie don't fall down immediately) or do I have to create this ability myself?

    If you don't know what I'm talking about, I can recommend to play this game: http://www.kongregate.com/games/Arkeus/diamond-hollow

    It's a great platformer with very good gameplay. On of the things is that, when you hit a platform, you don't fall down immediately and can still move in the air. This allows the player to have more control over the character and improves the playability a lot.

    (I've learned a lot of small things by playing this game, I can really recommend playing it!)

  • Iconoclast most definately.

    Yokai seems promising as well!

  • I didn't even think about Families. I've tried it (since it's the easiest solution, and easy is often best) and it works like a charm.

    Thanks a lot Deadeye, Krush and Lucid!

  • Thanks Krush!

    Will try it out tonight. If anyone reads this and knows of a better way to do this, I'll probably change it if it's better.

  • Thanks for the quick reply KrushBrother!

    No I can't, because I want 'active' to remain at 1 until I overlap another instance of 'plat'. That way I can control the 'plat' object until I overlap a new one.

  • Hello everyone,

    I have an object called 'plat' and gave it the private variable 'active'. When 'active' = 1, I can control the object. When it's 0 I can't.

    By default 'active' is 0 and I can't control it. When my character is overlapping 'plat', 'active' is set to 1.

    The problem is that, when the character overlaps 'plat' and active for the overlapping 'plat' is set to 1, I want to set the 'active' for the other instances of 'plat' to 0. (So that you can only control the 'plat' you overlap / have overlapped for the last time).

    Does anyone know how to do this?

    Thank you very much,

    Maarten

  • Nice. Made me think about this:

    [Edited by Arima - not for this forum, sorry!]

    And a bit about this:

    <img src="http://media.techeblog.com/images/pixel_art_costume.jpg">