PixelRebirth's Forum Posts

  • Create a private value for the player which counts the jumps. Leave this value at default 0. Everytime the player jumps, add 1 to this value. (Jumps)

    Create another value which will be set to Random(5) + 1 on startup. (SoundTime)

    Now if Jumps is equal to Soundtime => play Sound

    If Jumps is equal to 5 => Set Jumps to 0 and Soundtime to Random(5) + 1

    That should do the trick I guess.

  • Omg you did it again. Awesome little game!

    Although I guess I learned nothing after all...

    A minor thing: at the end of Level 4 I was able to fall out of the layout. Maybe it's an intentional mistake.

    And people tend to dislike installers when there's no good reason for it.

    EDIT: I just figured it might most probably be because of the font you are using. So you are excused.

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  • Hehe, nice mascots.

    Also have a look at the Construct Corner forums:

    http://constructcorner.com/forumthread.php?id=2&tid=45

  • What's wrong with WHFF I just uploaded this yesterday and it's already gone?!

    Hopefully the following link will last a little longer:

    Download Crypta

  • Low framerates. Sprites never reached their intended position, because they basically warped rather than moving properly. This was fixed by limiting the distance an object can travel in the first place. So if they moved further than they should, they're instantly reset to their intended position.

  • Here it is again:

    Download Crypta

    It's also a slightly improved version. Especially if you had problems running this on slower machines because the skulls went out of the screen, you should now be able to play this.

  • Well, you could always use a dummy sprite. Like you use it for the player itself.

    Create a sprite of the desired shape and spawn it at a certain image point when the player is attacking. Then destroy it when the animation is over. Now you can check for overlap with this sprite.

    I guess that's kind of what you asked for... I'm hoping.

    If not feel free to go more into detail.

  • A site like this is a very good idea for sure!

    I think I just added the very first article.

  • Welcome to the forum Vlad! Good to have you...

    I don't see you on the highscore list of RETRORUN?!?! What's wrong?

  • Use System -> Compare. There you select the player sprite, go to the platform tab. Choose get X(Y) component of motion.

    You could even do it with one condition I guess if you compare player[Platform].Speed.

  • [quote:3vwkugwd]the guy won't do anything other than his "idle" anims , if he's on the ground. Get it ?

    I'm not quite sure if I get it... I tried your cap and the animations seem to work. He runs when you're moving, jumping animation plays while jumping... and idle when standing still.

    Maybe you shouldn't check for key presses though for idle. Just check if both vectors are 0, then set animation to idle.

  • Haha, this is priceless! That's what love is really about.

    And it reminds me of smt...

  • Very good improvements. The menu looks a lot better now!

    The new game mode DODGE is quite challenging. A nice addition for sure!

    I think ENDURANCE still is the hardest mode though.

    Now that there are three highscore tables I need rank #1 on all of them!!!

    Ah, I'm still waiting for customizable spaceship sprite btw...

  • Yes, it's working now!

    I like the new enemies! Especially the big rabbit which is only vulnerable at its head.

    But pls give the smaller rabbit a walking/bouncing animation already.

    The mushroom as a jump pad is a very nice touch too!

    Also I think moving platforms should be jumpthrough. But maybe you like it better when they're not.

    And on a last note: I believe the clouds layer behaves a little strangely. The way it scrolls with the player when you're moving left or when you're jumping doesn't feel right.

  • I can only run the lvl1_a2 layout. Everything else crashes the temp.exe or even Construct itself.

    I like the slowed down movement in the water. Nice job!