Smileh's Forum Posts

  • I made a menu controlled by keyboard or gamepad. IM SO STOKED! Didn't think I could do it.

    Now that I have it set up I can start making cool looking sprites for the menu!

  • Hi! I'm having real big issues trying to set the parallax for a vertical scrolling. Let's hope someone can point me out.

    I've read all the documentation on the forums regarding, plus the tutorials and so on but all of them mostly refer to a platformer horizontal parallax.

    I've gotten the horizontal to the way I want. Now the problem is the vertical one. I've made my images to my screen size which is 320x200.

    I use a few layers depending on how much depth I want to get. Currently for this level I use a farbackground, a middle one, a close one and the closest one. So they're 4 layers for the background parallax.

    My game is a platformer. The very moment you go up or down in a layout is when the backgrounds start to look sketchy and some of them since they're kinda like a "floor" they just look like cutted off.

    I made a mockup with basic backgrounds to explain this easier. The only I actually use for the proyect is the far one, the other ones are just for expalining purposes.

    So this is just with Parallax 100 for the Y vector (except the far one with 10)

    As soon as I tested the parallax quickly came to mind that this was going to be hard. So I started messing around.

    Parallax 20 / 30 for the middle and close.

    Here I was like, well, we're up to something, maybe is not that hard. Let's jump down:

    Oopps, guess that's not working either.. So I was like let's try with 0 for the Y vector, and it does the trick for whenever you're on the bottom side, but looks freaking weird while falling and is not the look I'm trying to get.

    Could someone point me out in the right path please?

  • Shouldn't a global variable to store the amount do the job?

    Yeah that's my thought but is not that simple. I figured a global variable will storage it, problem is how to set it up and how can you track each level...

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  • Hi. So this is a long term plan for my game but I want to be able to carry currency over the game, not just for each level/layouts. I ll try to explain what I need and hopefully someone can point me out the direction.

    I will take one of my favourite games to explain this. Spyro the Dragon from PSX.

    You collect gems on each level, and each level has different amount 100, 200, 400.. so you will see how many you have left in each level 80/100 lv1| 66/200 lv2 and so on. The gems carry over with you all game long, so you end up with over 10.000 gems and you use them to be able to travel worlds.

    So basically I want to storage the total gems picked up and carry them all over the game layouts and track how manu do I have left in each layout to be indicated in a menu layout.

    Does this sound possible? Thanks

  • I guess it could work if you scroll with events instead of the scrollTo behavior.

    > Every tick : 
        Scroll to position : X: max(Sprite.X, OriginalWindowWidth/2)
                             Y: Sprite.Y[/code:1w0iwne0]
    
    With the layout set to unbounded scrolling, this would effectively make it so the scrolling is only bounded by the left edge.
    

    Will try it out but in your experience would you recommend bound scrolling for my needs?

  • The whole point of unbounded scrolling is to ignore the layout edge restriction. What exactly are you trying to accomplish ? Do you want unbounded vertical scrolling but bounded horizontal one ?

    To be honest I was just testing out stuff. I guess there's no reason for unbounded scrolling for my game, is just a simple platformer, just wanted to avoid having to set layout size for each level..

  • That's what unbounded scrolling will do, it scrolls past the layout edges so it shows what's outside the layout. Since there's nothing, you simply see your background layer color, which is white from your screenshot. Simply add backgrounds outside the layout or change the color of your layer to your liking so it's not white.

    I've seen a couple of unbounded scrolling games and they restrict the edges.

  • You could initially create the coins based on a global variable being 0 and if they are collected set it to 1, so when you return they won't be created.

    Is this the most effective way to make a sidescrolling game objects?

  • Give them the Persist behaviour or make them global objects.

    If I do that they will stay for sure, dont they? I want you to be able to grab the coins only once and if you go back, the coins are already "grabbed"

  • Use Scale Inner or Scale Outer layout "Fullscreen in browser" setting.

    Doesnt work. My screen size is 320x200.

    Here's Bounded:

    Here's Unbounded Scrolling:

    I want to avoid those edges happening.

  • Well, we will keep in touch in a few weeks and keep this thread going. My plan is to start early 2017.

  • I would be interested in working with you on some projects, if you want and if you could share a bit more info on how I can help.

    I'm just interested into creating a tight team. Not looking for any specific help. All I want is to get along with 1/2 more people and create a small team, talk, debate and brainstorm to get out a game together as a team, it will be like having a child.

    Let's not take this lightly. I'm death serious about a project, I do not want someone that gives up easily or that lacks motivation and passion. This is going to be a long journey, posibilities are that we throw away our first prototypes because we come up with a better idea.

    I will go even further. Experience would be great. I'd love someone with some games already finished and polished in C2, but I can't ask for that (alltho they're welcome). So knowing mostly all of us will be beginners, the most important stuff is the PASSION and willing to go further, learn, improve and make this your job if you work hard enough for it.

    Question is, do you see yourself working on your game daily or at least more than 10hours a week, researching and improving by yourself to fill your role in the team since everyone is gonna have a different role and job.

    If you're commited to it, we could talk

  • Hello. First of all apologies for the language barrier, I do know some english but I might have a few mistakes, so excuse me forehand.

    I'm a guy from Spain and I'm almost 28 years old. I grew up playing videogames like many of you did at a point where nowadays I know for sure that I want videogames to be a part of my life. I want to make videogames my job.

    I work fulltime 40h a week in a very bad schedule. My daytime job takes pretty much all day away from me from 9.00AM until 21.00PM that I arrive home. I do live with my girlfriend and I need and want to spend quality time with her so that leaves me with barely no time to use in my small passion that I discover not so long ago, which is creating games; just a few hours a week.

    I'm a C2 beginner, learning also how to create some very basic pixel art with my little knowledge and it is also my first time creating or even thinking about a game design, so sometimes it does feel way too overwhelming and I want to give up my dream that someday I might be able to quit my job (or at least work less hours) and make this a way of living.

    This is what I'm working on currently:

    The reason I create this is because I need to find users that feel the way I feel. People that share my passion and perhaps their daytime job doesn't fullfill their happyness and they want to do something different. I want to find you and ask you if you will join me and together we could make something great.

    I'm gonna quote here David Siller from Crash Bandicoot and what he told me: "It takes a village to raise a child!". Go find more people like you!

    So that's what I'm doing:

    I'm looking for someone that can programm either in C2 or any other engine (even if a beginner like me, but you need the guts, the energy and the passion to improve and learn every day) and a 2D Artist. As for myself I want to take the roll of the game designer, level design, and probably will tackle as well the basic music and help with whatever I can in both coding and art.

    I'm inspired mostly by the 16bits era platformers like Sonic and Dynamite Heady from Mega Drive, Super Mario from NES and SNES and specially from the 3 big ones from PSX 32bits era; Crash Bandicoot, Spyro the Dragon and Medievil among others. My preference are platformer or metrodvania games but I'm up for whatever you're up to.

    Let's make something happen. Contact at smilehlolz gmail.com

    Thank you.

  • I'm trying to make a sidescrolling platformer and one of the last addiction was the layout switching, back and fourth.

    The problem I'm encountering is, if I place enemies, items and so on and go forward, whenever I go back to the layout again, the enemies and items are created again.

    How can I tackle this?

  • Let me suggest make something to let it more dynamic, make an animation that comes before the object start to fall, so, it will work like a timer if the animation starts the player will know that in 2 seconds something will fall.

    Good, so, now you can make random on this same scene.. will not be like old platform games (like mario) every time will be different.

    I want the difficulty of not knowing it forehand to be honest.

    PixelPower thank you very much! I'm not used to get compliments on this stuff since I'm just a beginner.

    dastmo Maybe you're right I might tone it down a bit, have to different check options