staleevolution's Forum Posts

  • TELLES0808

    Thanks. Looking forward to the template. I'm going to try this while I'm working on ledge grabbing and shimming across. I also need to figure a way to swing back and forth while holding ledge to build momentum and make a bigger leap over the gap.

    Thanks again!

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    Try this. There is a series he does for fighting with a sword attack and adding sound. There is a series, but I think this part has the attack portion. You may need to watch one or two of his other videos in the series just to make sure. Good luck.

    If the link doesn't work, just search YouTube with words Construct 2 Fighting game lecture

  • TELLES0808 Here is what I have. I also added Set Gravity to 0 (not in this picture) under the events 56 and for 57.

    I can climb and the animation works. When I go down, the animation stops (which is fine, because he is sliding down a pole). He does now stay on the poll until a direction is pressed. I just need to make it so when I press up and I stop part way, that the animation will stop. Been working at it for quite sometime. Any suggestions as to where I should put or add a sub event/action/ or even a new condition? I've tried "ELSE" in different spots, but same results. My next thing I'm also trying to tackle is when I jump and near a ledge, I want to grab it. I've created invisible ledge sprites that I place at the ends of higher up platforms or shimmy horizontal poles. I have animation for when he grabs it and I also have animation for when he wants to climb up or shimmy. Just not sure how to get it to work right. I've been reading some tutorials, but using those interferes with my other inputs. Thanks again for your time on this.

    And anyone who else who is or willing to help.

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  • Thanks again for stepping in. I'm going to give it a shot. I just figured out the run/walk triggers for the platform areas of the game and trying to tackle another issue with climbing and descending ladder/poles. I can ascend, but can't cross over to the top solid platform since my pinned shadow (with platform behavior) gets caught and trying to pause the character in mid climb if UP (Jump/CLIMB) button is released during mid-climb. Once I get that and a few more, I'm going to concentrate on the combos more and attempt your suggestion. Thanks.

    CuriousTaco - Forgot to say thanks for you interest and glad you are excited to play it. Unfortunately, the programmer who was excellent had things come up and couldn't commit, which is understandable in life. So, as a complete novice at this, I'm trying to do everything. I have basically all the animations done now though, so I can really focus on the coding. I almost got the first cut-scenes to work the way I want to as well. I still have a goal of making this a co-op game as well. Someday...someday.

  • TELLES0808 Thanks for the suggestion.

    CALEBBENNETTS Thanks. I just solved it, but I'm going to look at your example too to see if it might be more efficient. I appreciate you taking the time to make it. I added the conditions "On Landed" tied in "Platform Speed = 80 (and a separate one for 140) then put all the necessary actions to match the speed and so forth.

    My next goal is to tackle climbing a rope/ladder/pole...etc. I have the player climbing up. I also have the player climbing down with animation working. (S_PLATFORM is just the invisible shadow the character is pinned too)

    DOWN ARROW IS DOWN >S_PLATFORM - SET PLATFORM VECTOR Y TO SELF.PLATFORM.MAXFALLSPEED/3

    S_PLATFORM Is Overlapping(object)>G_PLAYER - SET ANIMATION TO CLIMB

    >S_PLATFORM - SET STATE TO "CLIMBING"

    and with UP arrow (JUMP) is down than the actions vary a bit with JUMPSTRENGTH/6 though instead of MAXFALLSPEED/3

    My 2 problems are this:

    1. If I stop climbing or descending, the player slides down the pole instead of just staying paused and holding his position.

    I tried a separate event by inverting up (or down) arrow is down and state is "CLIMBING" then actions are Stop animation and then set animation to "CLIMB."

    2. When I set the player on the ground floor, he climbs the pole. He is then stopped, when the S_PLATFORM (shadow) hits the above solid platform. I tried disabling the solid behavior, but can't figure approximately how to enable it again once S_PLAYER reaches what looks like the top of above platform.

    Also, I imagine if I can figure it out, I can then make it work if I was starting from the top platform and climb down the pole being able to get through the solid platform/ground.

    Thanks again you two for your help. I truly appreciate it.

  • I almost figured it out. Only problem with this, is if I hit "D" once, release, hit "D" again (Button_Direction_Right2) goes to 2. I still want to tap the "D" button twice to trigger run, but before I hit second quick press with D, Button_Direction.Right2 goes to 3 and automatically resets back to idle.

    My other problem is the the "RUN" animation doesn't work. I have it set to loop and I tried changing the speed within the animation editor itself, but it hasn't helped.

  • So I searched the forums/tutorials and have come up short.

    Objective: To make the player (with platform behavior) to switch between walk to run when desired.

    I've added variables: Run. If Run is = to or greater than 3, then player should run and animation changes to running.

    Player presses "D" > Set maximum speed to 80

    > Simulate Platform Pressing Right

    > Set animation to WALK

    >Add 2 to RUN (Variable)

    - D released > Subtract 1 from RUN (Variable)

    I'm trying to make it so if D is pressed within " = to or less than 0.05 seconds than add 2 to RUN (Variable)

    Then the actions are:> Set maximum speed to 150

    > Set animation to RUN

    When released set RUN (Variable) to 0 or subtract 1 from it.

    If not pressed within that time, then Set RUN (Variable) to 0 (So the action starts over again and this way the player can switch from walk to run or vise versa at anytime.

    The problem I'm thinking is there is no SET SPEED attribute to the PLATFORM BEHAVIOR only SET MAXIMUM SPEED. (I do have the player pinned to the Player Shadow Box and made sure that is what is used in the events, except for the Player's actual animation.) I can get the player to walk when pressing Down, but can't trigger the rest.

    Anyone have an example or way to pull this off?

  • CuriousTaco I will attempt to give it a try. Right now, I'm stuck on trying to make my player with platform behavior to go from walk to run. I would like to have the player press down on the right button and he walks and when you want the player to run you release the button, but within x amount of time, you press and hold down the button again and it triggers the run.

    I've been adding variables so it adds or subtracts on button presses, and if it reaches a certain number it should trigger player to run. The variables work (looking via debug mode), but since platform speed doesn't have a set speed behavior only set max speed, I can't get it or the run animation to trigger.

  • Practicing the platform beat em' up.

    My goal is to earn new combo moves.

    I currently have "D" pressed and player kicks.

    Once "X" amount of items are collected, the kick combo 1 is activated.

    The player presses D&S simultaneously and three series of kicks are triggered.

    So, here lies my first obstacle for this and future combos.

    1. I would like the combo kicks only to work in sequence when the player presses the assigned button 3 separate times within "X" amount of seconds between each press, otherwise the combo sequence stops. Each specific kick will trigger each time the button is pressed.

    EXAMPLE: Press D to trigger first kick, Press D (within X amount of time) to trigger second type of kick, Press D and Up (within X amount of time) to trigger final kick in the combo sequence.

    2. I have the AI set to instance variables. 0=IDLE, 1=Walk Right, 2= Walk Left, 3= Walk Right w/ faster max speed, 4=Walk Left w/faster max speed. The enemy follows my player, but only stops when directly overlapping him. Multiple enemies do the same so its all one glob.

    I am trying the enemy.x> or <player.x to stop, but I need for enemies to not overlap one another, stop just prior to player and attack.

    Also, if the player can attack faster than enemy, then enemy stops attack and goes in "taking a hit" mode.

    I will start with that. I've learned much from the mass tutorials and forum posts, but this one seems to slip.

    thanks in advance.

  • Here is another thug coming alive. His name is Lolly Pop Cisco. The sucker is green.

    This is Baron Von Licorice. His whip is mighty, stringy, stingy, and if need be, delicious.

  • Very nice. Dig the take on Mario himself.

  • Mock Up of outside Kane's Factory.

    Ryder is round housing Little Lemmy while Gil introduces his elbow to Wallace.

  • Here is Jagger the Cop. Little bit of a dance with his attack. This will more than likely be modified at the end.

    Meet Lemmy's younger larger brother, Gavs. Zubaz are coming back!

    A scene from the Parking Ramp. That is Gil gently applying a subtle knee to the biker to help ease him off the delicate bike.

    Raphael has been busy using Construct to customize the engine. Stephane has been working on the backstreet beats. I've been plugging away at the art and finalizing all the cut scenes. More at the blog.

  • Added some more posts with updates and a link to some of the potential tunes. http://pixelpopulation.weebly.com/sugar ... n-the-blog

    Always changing. Just finished, but haven't posted some of Level 5.

  • I like the split screen. Some nice graphics too. Good Luck!