samgamgi's Forum Posts

  • 12 posts
  • Wow, from the man himself! Thank you, dude, that should help a lot!

  • Heh, thank you! I found a post similar to yours, where R0J0hound sent the same capx to the topic creator. I'll get that light up and running as soon as I can!

  • Ok, after some searching, I think I found an example of what I want to do, so, maybe, someone will be able to help me now...

    Can't turn it off

    I want to make that laser. But without the "reflective" gimmick. I want it to hit a wall and stop, not getting past it or anything.

    So...ideas?

    EDIT: Sorry, after 10 minutes I posted this, I found something that should work. If anyone is interested in the solution, it's in this post.

    Lazors

    And if you think you have a better solution, I'm all ears.

    For those that actually read my whole post and even tried to think something of something, thank you.

  • EDIT: PLEASE READ RECOND POST FOR WHAT I WANT TO ACHIEVE WITHOUT READING THIS WALL OF TEXT!

    Recently, I've decided to put light effects in my game, so, I've made a layer with a black background, and put some elements in it with the "Destination out" effect to do the light effects. But of course, the light effects go over everything, including walls, and I wanted to change that, at least with walls, so the player can't see what's on the rooms except on the room he's at.

    After some hard thinking, instead of the player having a "cone of light", I've decided to changed to 13 lines, all following the mouse, but each with a sligthly different angle. And, when it collides with the walls, it changes it's size, if it collides with a vertical platform, I use a certain formula, if it's a horizontal one, another formula, and if it's not colliding with any of the walls, it goes to it's original size.

    <img src="http://dl.dropbox.com/u/73222231/light.PNG" border="0">

    My game

    My capx

    It works well, but I'm having trouble whenever you're looking from the side of a horizontal platform or looking to the top/bottom of a vertical platform.

    <img src="http://dl.dropbox.com/u/73222231/lightfail.png" border="0">

    I need help figuring out a way to fix the above error or to change how the light effects works at all!

  • So...I've added more stuff!

    GenkiGenga! A brand new background, I think the game got prettier now, and it really makes the characters stand out, now, I hope you and other colorblind players won't have trouble with it, for now. It took a lot of work for a photoshop newbie like me, but I learned a lot too, and I think the next background I have to make will be a lot easier because of this.

    Cpryd001! Now you can jump on the ladder, and even jump down, if you just feel like falling all the way, and

    Index! Thanks for the kind words. I'm glad you find my capx is useful! I'm sharing the capx of the project to try to teach people what I'm learning while developing the project, and if at least one person think it is useful, then, I'm happy.

  • Thank you for the opinion, guys. I'm in the middle of exams right now, so project is kinda halted. I've made the lifebar as I said I would, just did not uploaded it yet, as it's ugly and jumpy, I mean, the size just "jumps" to the value it should show. It works, but it seems kinda bland.

    The bullets need some work too, I'm not too fond of how they look, even though I'm not really looking for good graphics for now, more focused on functionality.

    And I already have some idead for the rest of the level.

    Spikes, a real puzzle involving buttons and moving gates, a clich�d easy one, and a hard one later (that maybe is too hard for a game with that pace).

    Maybe the boss of the level shooting someone(another square thing...oh god, sorry...) while the player solves the puzzle, I think it will add a "real bad guy" characteristic for the boss and maybe a "real" reason for the player to want to fight him.

    Some music or sounds. For now, it will be copyrighted music, but it's ok, as I don't plan to sell anything soon, but I think it will help a friend of mine that told me he'll help with these things see how I want the game to feel.

    Anyway, I'll try to address the game again when I have some time in a week or two...

  • Heh, thanks! As the Player-Square doesn't have any animation for now, I thought I should do something with it to entertain the player visually...I don't know why exactly I made him spin, but it was easy enough, so, there you have it. XP

  • OK, this is my first game using Construct 2.

    I do not know if this game will have a future, because I feel like I'm just doing whatever pops into my head so it seems like I could hop on another project at any minute, but it's been less than two weeks and I think I'm doing really good for now, Construct 2 is an awesome software, it's easy to use and the community is great, so, I'm sharing my stuff with you. <img src="smileys/smiley2.gif" border="0" align="middle">

    Everything except the bullet was drawn by me, so, if you think something is ugly, you know who to blame!!! <img src="smileys/smiley36.gif" border="0" align="middle">

    Capx:

    http://dl.dropbox.com/u/73222231/teste.capx

    Game:

    http://dl.dropbox.com/u/73222231/jogo1/index.html

    The intro screen is in portuguese, but it's just the instructions, even the capx almost everything is in english...here they are:

    Press Space to start the game.

    Use WASD to Move.

    Use Space to Jump.

    Use mouse to Aim and Shoot.

    Press R to reset the stage.

    The CAPX requires the Timeline and Cooldown plugin.

    Cooldown

    Timeline

    I've added more stuff! A little button puzzle, a nice lifebar and a pretty new background(for a guy that doesn't like to draw at all, I think it turned out good), all made by yours truly.

  • Oh, not really. I'm just beginning, so I'm experimenting a lot, and this particular thing got into me. But it seems to be always rounding down the position, even in values like xx.9, so is it really always going to the nearest pixel?

    Or is it me that didn't understood this "nearest pixel" concept?

    Anyway, if this isn't a bug, this became an engine question, so, feel free to change the topic position.

  • Hello, everyone. I'm trying to make a platform game, and while testing it, I saw that, sometimes, after I jumped, or, on landing, to be more precise, the player would go slightly to the left. After some debuging, here's the breakdown...

    If the player has platform behavior and is in a position X that has decimals, if you jump a little bit, the mechanics will round down X to the lower number(100.98 will be 100, 34.234 will be 34 and so on), making the player go a little to the left.

    This can be a problem in a game that requires precision jumping, because if the player tries to jump to a platform on his left and doesn't reach it because it jumped to early but manages to hit it, usually he would just need to jump again and press left after the right altitude to get on top of it. But, if the game rounds the X position after the player lands, he'll go slightly to the left and the jump would only make the player hit his head on the platform.

    I tried this with my game and the examples, reseted my PC, same results.

    http://dl.dropbox.com/u/73222231/rounding%20X.capx

    Here's a simple project I used to test this, it's a modified Construct 2 example. I just put a vertical platform and changed the text to correspospond to the player.x position. Use WASD to move around. Just jump hitting the right side of the vertical platform, jump a little more and you'll see that the game rounded down the player X position, and it's now underneath the platform instead of right beside it.

  • Clicking to move the square in your game isn't even working for me, Chrome or Firefox.

    Keyboard is fine, though...

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  • I started playing with Construct 2 just yesterday, loved it, and as soon as I learned about jump through, the fall through question came in my head. After seeing a lot of solutions, and learning a bit more about conditions and so, I made up a solution of my own, and I think it works quite nicely.

    <img src="http://img69.imageshack.us/img69/9698/fallthrough.png" border="0" />

    It's kinda simple. If players is exactly on top of fallthru platform and it's not jumping(I thought it was silly that you could "fall through" while jumping), the platform jumpthru option is disabled, but this will only make a difference when the player leaves the platform, hence the "Set Y to Player.Y-1" action.

    And then, I restore the Jumpthru option, but with a little system wait, to make sure gravity pulls down the player enough to fallthrough the platform.

    EDIT: Ok, after some testing, some platforms were simply not becoming...platforms, again, I would pass through them like it was nothing. I solved this by doing the actions on the sub-event(7) directly after the actions of the event 6, making sure that no matter what, the Jumpthrough option was enabled again.

  • 12 posts