Prosthetix's Forum Posts

  • Easiest way to describe what I'd like to do is tho refer to a similar experience... I have a multiplayer game, and when one character leaves teh screen, I'd like a little lens to appear on screen, showing him and his off-screen environment. It would be nice to have the lens move to the screen edge nearest the player, but first things first, I just need the lens to work, even as a HUD element at this point.

    Any help would be greatly appreciated.

  • Okay. After all the help, this is the finished(ish) project, or, rather, the project I'm handing in.

    There are a few problems, like the slippery player one selector, that I just don't have time to fix.

    I intend to iron those out despite handing the flawed one in, just for practice's sake.

    Hope you enjoy it!

    http://dl.getdropbox.com/u/676998/HsBklstFight.exe

  • Hello all. I'm working with a multiplayer game, a parody on Super Smash Brothers, involving a few physics-object lobbing characters. Because they throw physics objects, which (I think) don't have a set left(180) right(0) orientation, I run into a problem with pushback.

    My problem is that I wish to make the player on the receiving end of the objects get smacked in the related direction. The smacking distance and such I have down, but what I can't figure out is how to allow the pushback events to determine the movement direction (left/right) of a family called 'Projectiles'.

    To note: The 'Projectile' family is comprised of bullets, physics objects, and one hybrid.

    Here's a quick exe. Characters with parabolic (physics object) attacks are:

    Mice and Men

    The Crucible

    Cuckoo's Nest

    Beowulf

    and as a hybrid, Inherit the Wind

    http://dl.getdropbox.com/u/676998/Earlytest.exe

    P1

    Menu

    Select character - arrow keys

    Continue - enter

    Game

    Movement/jumping - arrow keys

    Double jump - up again

    Fire projectile - Control(right)

    Special attack(Inherit the wind) - Num0

    Return to menu - Esc

    P2

    Menu

    Select character - WASD

    Continue - Enter

    Game

    Movement/jumping - WASD

    Double jump - W again

    Fire projectile - Control(left)

    Return to menu - Esc

  • Jesus Deadeye.

    What would half this board do without you?

    All was very helpful. All I have left to do now is draw the other characters, at least one background, and establish a hit-velocity system. I'm not sure exactly how I'll be doing the latter, probably just exert a force in the angle of the projectile that is a number multiplied by a damage percentage.

    I know the player one selector is very slippery, and that you can roam off the names, but it's not going to get fixed until I have the rest of the game established.

    Only playable characters for player one are 2001, Clockwork, Crucible, and Fahrenheit

    Player two can only play as Fahrenheit, without projectiles.

    Enjoy? Tips? Major problems?

    http://dl.getdropbox.com/u/676998/Earlytest.exe

  • Hmmmmm. I've been looking, and I can find a lot of chat about how you can't attain jump sustain by manually writing P2 controls. Anyone care to give me a hint at how I write P2 controls at all? I'm not worried about losing sustain or mild functionality. How do I..... I guess disable the standard controls for Player 2, yet allow them to still function for player one? Or is there a more efficient way?

  • Yeah, I got around the above by setting the previously stated conditions, but also creating a 'Double Jump' private variable. One is added to the variable every time the player jumps.

    It looks like so:

    1[Player is jumping-----------------------]-------------------------{Do jump}

    -[=//=Player is on ground----------------]

    -["Double Jump" is equal or less than 1]

    2[Player is on ground---]------------------------------------------{Set "Double Jump" to 0}

    -[=//=Player is jumping]

    The last condition had to be added because when the player jumped, as he left the ground, Double Jump set to zero due to a tick while still on the ground. This allowed the player to triple jump, as well as reset the counter by passing through platforms.

    Efficient?

  • Thanks for the help everyone. I do have a week to do it, but while the rest of my class is fumbling around with construction paper and markers, I assume even a failure of a game will be far beyond my teachers expectations. I'm going to work on implementing the above now; when I make some progress I'll probably post the updated version. Thanks again.

  • Hello all. I'm working on a project for my english class, essentially a very low-end copy of the popular Super Smash Brothers franchise, except with characters from the books we're read throughout our highschool careers.

    I've run into a few problems that I can't seem to solve on my own, and an explanation or example would be greatly appreciated.

    The first problem is double jumping. I can't seem to find a good tutorial on setting the conditions for it, and if there's a preset, I couldn't find it.

    The second is character selection. Essentially all the characters will have the same movement and attacks (for now), so all I really need is a menu/option that will change the skin on each player's character. I've included in this little mock-up I've made two characters, with the controls set to one.

    Any help would be greatly appreciated. We've been given a week to do the entire thing, so I'd like to get these issues out of the way asap. Thanks!

    http://dl.getdropbox.com/u/676998/HsBkl ... %200.2.cap

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  • There'd have to be a CD-ROM version of Femstruct.

    Everyone knows there aren't any women on the internets.

  • What do you need drawn?

    I'm not really looking for accreditation, but rather something to ease my boredom. Give me a request, and I'll give it a shot.

  • If you could post some basic things you need, then I/we could post our attempts. (i.e. forest background, crate, lizardman enemy)

    I'm not a bad artist, but I'm not amazing.

    If you could put up some requests, then I'll let you be the judge.

  • Purge the unclean?

  • Erm. That is annoying. Oh well.

  • Perhaps it would be intelligent to use a second sprite by bounding box instead of by pixel collision tied to the dirt bunny.

  • You know, I thought that would be too specific to expel results, but oddly enough, it led me to exactly the discussion I was looking for. Thanks!