oldsatchmo's Forum Posts

  • OK, I've got a temporary fix for the loading issue. Now there's an image, instead of just a black screen while the Javascript is loading. Maybe tomorrow I'll come up with an animation I can use, so it looks a little more proactive.

  • Thank you kindly!

  • Thanks for playing!

    The loading time is something that concerns me quite a bit. Too much dang code in this game. But yeah, I need to figure out a way to let people know it's loading, even before the progress bar shows up.

    I've thought maybe it would be better to have the enemies respawn whenever you die. Otherwise, you're probably right: not much reason to walk back through an empty level.

    Again, thanks for playing, and thanks for your suggestions.

  • [update] The open beta is finished!

    Play Rebound here:

    http://micahjones.info/rebound

    Howdy! My name is Micah. In 2011, I started working on a retro platformer in Construct 2. And now it's finished!

    The game is called Rebound. It's set in a (cheerfully) post-apocalyptic future, where self-replicating nanomachines have devoured the entire planet. You play as a reluctant maintenance robot, sent planetside to investigate strange readings and collect data. Will you be able to find you way back home?

    The game explores a single mechanic: use a ground-stomping maneuver to disassemble your enemies and bounce up high.

    Here's a trailer:

    http://youtu.be/kHrWBaM7Mb4

  • Howdy! I wanted to do something similar with my game, but I couldn't find an event to change bounded/unbounded scrolling settings in-game.

    My solution was to set every layout to "unbounded scrolling", and then change my camera behaviors so they only followed my sprite's position if it was within a certain area. For example, if your game's window size is 400 pixels wide, you make it so that the camera follows your sprite's X if it is greater than or equal to 200 and less than or equal to (LayoutWidth - 200).

    Then you build your level a little beyond the borders of the layout's actual dimensions. That way, you'll only see that little bit of extra level if the camera shakes while its near the edges of the layout. But the camera won't scroll that far otherwise.

    It might not be the simplest solution, but it worked for me.

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  • It helped me. Thanks!

  • This is a lot of fun. Simple, but interesting.

    Modularity sounds pretty cool. However, there's no question for me: I would LOVE a debug menu. I've been working on a larger project in C2 for almost two years now. There are a lot of variables to keep track of, and I feel like I waste a lot of time assigning variables to text boxes. Continuous preview has helped with that, a little. But a fully functional debug menu, like the one in Construct Classic, would make the whole process so much more efficient.

  • I heard about it from Richard Perrin's talk on how to get started in game design.

    you can make video games

  • I was having a similar problem today. I'm running r63 still, and my project will preview in the latest Firefox and Chrome. But when I try to preview in IE9, it freezes when it's supposed to change layouts.

    I exported the project, and then it ran fine in IE9. It switched layouts without missing a beat.

    Have you tried exporting your project yet, or have you just been previewing?

  • Hmm. Maybe I didn't upload it correctly.

    In any case, thanks for the fix!

  • Hello. I'm using r63 of Construct 2. I'm running Windows 7, 64-bit, and I've been testing on Chrome and IE9.

    I recently tried to trigger a change in my platformer character's deceleration rate with events. But instead of changing his rate of deceleration, it seems to be changing his rate of acceleration.

    I can set his properties to the desired deceleration before I run the layout, and it achieves the expected results: he slips around on the ground like he's running on ice. But with events, no good.

    Here's the capx: rebound

    The layout I've been testing is called "Prototyping", and all the applicable events are under the "Master" event sheet. When you run the layout, the platformer is supposed to experience a change in deceleration when he collides with the light blue line. The event is at the very bottom of the sheet, under the "Ice" group.

    Thanks for your time.

  • You know, after looking at the Space Shooter demo more closely, and after toggling some events in my own game, I can see that the problem is definitely on my end.

    Sorry to dork up the thread.

  • Hmm. The scrolling event doesn't seem to be doing it.

    I'm not even sure if this is a scrolling problem. The problem seems to be that the program won't let me set the starting position of my sprite.

    Here's a capx.

    http://micahjones.info/games/marty.capx

    The layout I'm having trouble with is called "Living Quarters". If you drag the little robot to any floor besides the top, he'll glitch to the top floor as soon as you run the preview.

  • I think I might be experiencing a problem similar to airman4's. I can set the main sprite's position to the right of the starting window (the dotted lines), and it's fine. But if I move him to a position below the dotted lines, he glitches upward at the start of the preview, so that his Y matches the bottom of the starting window.

    Is there a way to define the layout's starting position with events, so I can start the layout from somewhere other than the top left?