rythom's Forum Posts

  • Is there any new word on this? I've had a great experience publishing on NewGrounds and really want to add medals (and other API features) to future projects

  • It's totally Killer Instinct

    And thank you!

  • Check this thread:

    And, thank you! Glad you enjoyed the game! I hope you have similar success with Platform+. It saves you a ton of effort, trial and error. The stock platform behavior should honestly just be updated to contain the features of Plus.

  • Well, I fixed it!

    It's all about essentially creating a game where you control a nice, stable box...then pinning an animation to it to give the illusion you're actually controlling a character. As soon as I made this change (which wasn't easy since I was getting to it late in the development) ALL the little glitchy problems I was experiencing were resolved! This is the ONLY way to successfully make complicated platforming animation. Thank you all for your assistance!!

    Check out the finished game in action here:

    Play it here: http://www.newgrounds.com/portal/view/642266

  • Thank you very much for the feedback!

    Haha, I've gone through four or five different control configurations and I can't seem to please everybody. I think the only way to make everybody happy is to just have a TON of options. I will add more control options in the next version.

    Great idea showing a hovering context-sensitive button over objects you can interact with! I'll definitely add that in a later version, along with a better icon representing locked doors.

    Good catch on listing all of the controls! I will update that as well.

    I agree - I would also love to have more enemies and have them come in waves, but those ideas extend past the original scope of the game I set out to make. Fear not...these additions, and more (such as different weapons and realistic lighting) will make it to the sequel

  • I just published my first completed game - GunMission! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Help Agent Ruby infiltrate heavily guarded buildings and put a stop to the bad guys, one bullet at a time.

    Play it here: http://www.newgrounds.com/portal/view/642266

  • Thank you! Yes, that was extremely clear

    Ya know, I ran into a similar problem with a top-down game I'm also making but somehow figured a side scroller would be free of this collision problem

    I have a few questions, though:

    • In regards to "jagged jumping", should the collision box change size for the jumping animations? The character pulls her knees in when she jumps, making her a bit smaller.
    • I had changed the origin points to match the changing animation, but sometimes the character will land "inside" a platform. This will be fixed with the collision box sprite?

    Also, sort of off topic, but do you know how to make the ducking function "override" running?

  • I could use the standard Platform behavior, however the velocity-sensitive jumping and built-in double-jump in Platform+ are super appealing to me.

  • I know the download isn't small, but you'll get to play a cool game if you give it a shot

  • I'm making a side scrolling shooter and having quite a bit of fun with it, however after refining the jumping animation and mechanic, I'm experiencing a sporadic glitch using the Platform+ behavior plugin.

    When the player lands - SOMETIMES - the sprite will quickly toggle between the "landing" and "standing" animations.

    The strange thing is, this doesn't happen all the time - only on certain surfaces. In some stages, only the "bottom floor" does this. In others, only specific crates.

    Give the .capx file a spin and see for yourself. Note: You'll need the Platform+ behavior installed.

    https://www.dropbox.com/s/23ibyuleyr6pg ... 28-14.capx

    Thanks in advance!

  • Nice! That makes a lot of sense. Thanks for putting that example together. Good idea making the "iv"Scale instance variable to hold the value!

  • Yes, I'd ideally like it to be with Sprite Fonts, to keep my style consistent.

    The look I'm going for is like in Diablo 3. There must be a way to use the "scale" on the Sprite Font to make it animate a grow/shrink, right?

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  • I'm creating a top-down action/RPG where damage numbers appear over enemies when you attack them (or when they attack you!). I have that working fine, but I would like to make the display more dynamic by having the numbers start off "zoomed" when they first appear, then quickly shrink and vanish.

    What is the most efficient way to add this "zoom" effect to my sprite font displays?

  • Hey, thanks so much for fixing that! That seems to have done the trick.

    I will definitely slow-down the dialogue trigger - thanks for the feedback! When you're the only person whose played the game, its hard to get a sense for those things.

    The shift-key engagages the run mode...but I do like the idea of a stealth mode too....

    Thanks again!!

  • Hello everyone! I figured now that I've finally bought my license of Construct 2 and gotten started on my first serious project with the software, it's time I introduce myself.

    My name is Ryan and I'm just getting into game development. I've had a 10-year career as a film producer and director, but I'm looking to move into a field more fulfilling and with less compromise. As much as I love movies, I have even more of a passion for games, and Construct 2 made it possible for me to finally realize this dream.

    Already this forum has been extremely helpful with the few issues I've had getting started, and I can't wait to participate more in the upcoming months.

    Looking forward to building games with you all!