PorkyJynx's Forum Posts

  • 11 posts
  • Several Game Maker games have made it to Steam so it's certainly possible. It's doubtful these games were hits before going to Steam so i think Porky is right

    Thank you <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Bump - Still needs a answer. personally i think we should avoid steep slopes.

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  • it is true, ive read ridiculous amount on it guys.. but obviously the game cant be utter sh*te.

  • ive read ALOT about steam, and its nothing to do with exceptions, you have to keep posting your game to them, as they usually reject them instantly without looking at them when you first apply, theyre a tiny team, read up on it :)

  • Instrumental Duo from the UK, We go under the name 'Those City Lights'

    You can check us out on facebook here

    we have just released our debut EP which is availble on itunes etc, but its also available to stream for free on spotify and HERE!

    Check out some of our work below, and if you like what you hear be sure to give us a like on facebook here :)

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  • Awesome, Thanks for the response. :D

  • So, just wondering is there anyway to export a construct file into a file suitable for steam? :D

    In development:

    Ted the Undead

  • Done! Best of luck Everyone :)

  • CURRENTLY UNDER DEVELOPMENT!

    Its our first game and is going really well, Ted the Undead is a Physics based Platform Sidescroller where you must complete obsticals to get further to completing the story as such, It also holds some of the most beautiful graphics and music ive ever seen from an indie game if i may say so myself! I dont want to give to much away just yet as its only in day 5 of development.

    Below you can find a link to check a Recent test we did testing out parallax, Lighting and Artwork, You can also find links to both our Facebook fanpage (please give it a like if you're liking the project) Where you can keep up-to date on Ted's Progress :D (please do so) we should have a Studio Website up soon!

    Check the test out on Youtube!

    Like us on Facebook here for more info!

    Music by the Amazing Those City Lights, click to check them out on facebook!

  • Hi guys, I could really use some advice on character movement for a platform game I'm making, were a new Dev team and have so far been really successful, but we seem to have hit a bit of a wall.

    The idea is to implement physics behaviour to certain interactive objects.

    Think of rolling boulders and dragging boxes, similar to Limbo.

    Now since Physics and Platform behaviour don't mix very well, I'm having some trouble finding a good way to create smooth character movement.

    So far I've tried to do the movement and interaction in 3 different ways. As can be seen in the following .capx files.

    Method 1 (click for .capx file):

    Platform behaviour on the character with manually added force/impulses/torque on objects by using the on collision/on overlapping conditions.

    Method 2 (click for .capx file):

    Physics controlled movement. Character moves by force and jumps by impulse.

    Method 3 (click for .capx file):

    The character has platform behaviour and gets replaced by a physics controlled character on collision/overlap with an interactive object.

    However, each of these 3 methods have some issues, mainly the following:

    Method 1:

    The character sticks to almost vertical walls.

    The interaction with objects is limited and somewhat unrealistic, giving the character a stuttering movement.

    Method 2:

    The character gets airborne when he moves over a ramp. I would like it to stick to the floor unless the jump button is used. I would like the movement to be very similar to platform behaviour.

    Method 3: Like in the first method, the character pushes an object with stuttering movement. Also the character starts moving in a strange way whenever he is on top of an interactive object, this is probably because of how I made the event sheet, but I can't seem to fix it.

    I would really like some advice here, it's my first time using construct.

    Which method do you guys think is the best for a platform game with physics? And how would I set it up to avoid the problems I have in these examples?

  • Hi guys, I could really use some advice on character movement for a platform game I'm making.

    The idea is to implement physics behaviour to certain interactive objects.

    Think of rolling boulders and dragging boxes, a bit similar to Limbo.

    Now since Physics and Platform behaviour don't mix very well, I'm having some trouble finding a good way to create smooth character movement.

    So far I've tried to do the movement and interaction in 3 different ways. As can be seen in the following .capx files.

    Method 1 (click for .capx file):

    Platform behaviour on the character with manually added force/impulses/torque on objects by using the on collision/on overlapping conditions.

    Method 2 (click for .capx file):

    Physics controlled movement. Character moves by force and jumps by impulse.

    Method 3 (click for .capx file):

    The character has platform behaviour and gets replaced by a physics controlled character on collision/overlap with an interactive object.

    However, each of these 3 methods have some issues, mainly the following:

    Method 1:

    The character sticks to almost vertical walls.

    The interaction with objects is limited and somewhat unrealistic, giving the character a stuttering movement.

    Method 2:

    The character gets airborne when he moves over a ramp. I would like it to stick to the floor unless the jump button is used. I would like the movement to be very similar to platform behaviour.

    Method 3: Like in the first method, the character pushes an object with stuttering movement. Also the character starts moving in a strange way whenever he is on top of an interactive object, this is probably because of how I made the event sheet, but I can't seem to fix it.

    I would really like some advice here, it's my first time using construct.

    Which method do you guys think is the best for a platform game with physics? And how would I set it up to avoid the problems I have in these examples?

  • 11 posts