NugMan's Forum Posts

  • Wont work. Cause my bullet can fly 5-7x times more distance than width of any solids. For example: solid is on 15, i shot bullet on 0.

    So it goes 0->10, then 10->20. It wont collide of overlap anything :(

    Of, if it will work, then bullet speed wont be enough for my project. It should be instant, or very close to it.

    Just tested it - its tooo sloooooow. And at preferrable speed it's as useless as just setting bullet speed.

  • How can I achieve that? I need very fast bullets (and also invisible), but without Instant Hit feature (with just crazy speed, like 1000-2000) they will flew through objects without hitting them.

    Help needed.

  • Maybe just set sprite 2 to invisible at startup, then when mouse is over sprite 1, set it to visible and vise versa

  • I've updated 1st post with bug-free demo (hopefully).

    BTW, Construct classic's bullet behavior had a feature of invisible, lightning speed bullet. It was hitting target instantly.

    How can I achieve it in Construct 2?

  • Platform behaviors don't collide with each other. But if I will have fps issues, I'll definitely go with it. Thanks for advice!

  • yuquanzhou007

    What do you mean? Details please <img src="smileys/smiley1.gif" border="0" align="middle" />

  • No problem then. But please do not share or use in your public games my sprites. Trust is everything :)

    https://dl.dropbox.com/u/13529564/Scirra/Character_Proto2.3.capx

  • I found a bug in the latest demo. Today I will squeze it.

    yuquanzhou007 - yes it physics behavior, with added randomized torque and impulse at eject. And destroying shells, one by one, to have no more than 30 shells at a time.

    hylists - character event list is longer than free version of Construct 2 can handle - this was the 1st reason for me to buy full version.

  • Thank you. vtrix. I need that feeling.

    I'll try to rollout some playable stuff with him :D

  • Ashley, i somehow destroyed new capx, but i've compiled it so you can test it again https://dl.dropbox.com/u/13529564/Scirra/Moonwalker%20bug%202/index.html

    Aniway, if you fill change timescale in my previous CAPX (look my previous post), you will see, that even if you set timescale to, for example, 0.2 - the bug still appears at the same speed as if timescale is set to 1.0

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  • <img src="http://oi46.tinypic.com/25f3oew.jpg" border="0">

    HUGE UPDATE GUYS!!! SEE FOR YOURSELF!

    Version 2.8.4

    Dated 18 Jume 2012

    What's New:

    • Almost full enemy animation;
    • Ragdoll dead bodies.

    Note:

    You can shoot at it with left click, but it wont it. Try right click <img src="smileys/smiley1.gif" border="0" align="middle">

    Version 2.7

    Dated 17 Jume 2012

    What's New:

    • Now enemy's legs should chase use, instead of dumb box;
    • You also can shoot at it and will get some blood.

    Note:

    If box is still chasing you, try to refresh page several times (to clear cached .js).

    After full enemy model will be done, rag-doll dead bodiess will follow.

    Version 2.7

    Dated 17 Jume 2012

    What's New:

    • Now you can fall through jump-thru panels, while holding Down arrow or S keys (still looks buggy, but works);
    • Dumb Enemy Box. Can only kill itself for now.
  • Aint this one is "power-of-two texture" related?

  • Are you looking for this?

  • Sorry, wont happen again.

    Here's CAPX

    The speed, while walking from right to left on rotated platforms (both solid and jumpthru behaviors tested) gives player 2x speed (at least it looks so)

    Release 90 x64

    Windows 7 Home Premium x64 (autoupdate is ON)

    Not browser related, tested:

    Chrome 19

    Firefox 12

    IE 9.0.8

    Opera 11

  • ...I noticed one other thing, but it's only noticeable at a low resolution, and not as gameplay effecting so much as visual...

    When landing in my example, the platform sprite sometimes land about a pixel or a half pixel into the jumpthru tilebg...

    ...Like I said, that quirk there seems rather low priority, and probably will only effect lo-res retro games like mine and only visually really...

    I'm experiencing this bug at R90 - that is not only visual. I have several jumpthru panels, so when you are 1-2 pixels overlapping jumpthru you can fall through their joint point.

    And I also experiencing the bug with moving right through jumpthrus and stucking (but not always)