SullyTheStrange's Forum Posts

  • Alrighty, sent! Now we can stop cluttering up the board with our nonsense. <img src="smileys/smiley17.gif" border="0" align="middle" />

    (Speaking of which, there should be some sort of social board here... WHOA. There actually is one? Heh, the more you know, <img src="smileys/smiley36.gif" border="0" align="middle" />)

  • Sure thing. But it'll take a bit of work.

    You need to have a black sprite set over the screen, with an opacity of 0 so you can see through it while playing. Preferably on a layer ath the very top, where there Parallax on the left side is set to 0,0 -- that means it won't scroll, so it'll always be over the screen. When your health hits 0 and you want the black screen to appear, use the opposite of the Fade event you used to make the explosion fade. Instead of disappearing(going from 100 opacity to 0), like the explosion, you want the black screen to reappear(going from 0 opacity to 100).

    Once it's there, you can either use a sprite that says "Game Over" or have a text object display the words. From there, you can use the events I suggested before to press a button and restart the level.

    Hopefully I explained that well enough.

  • Well, that's not ENTIRELY true. I mean, I've been helping you out, haven't I? <img src="smileys/smiley17.gif" border="0" align="middle" />

    But yeah, I see your point. I don't really use anything other than Facebook for chat these days, though. I've got no problem adding you as a friend if you don't mind (if you have one!). I was gonna ask in a PM, but you can't send any yet, right?

  • Ambition's always a good thing, especially when it comes to learning. My first project, the one I'm working on now, is a Mario & Sonic platformer combining both series(es?) and everything in them. Just think of taking the default Platform behavior you're working with and trying to tweak it to feel exactly like Super Mario World-Mario -- let alone Sonic. It ain't easy. <img src="smileys/smiley5.gif" border="0" align="middle" />

    EDIT: Oh yeah, I forgot my point: I learned a lot more shooting for my dream game than I would've if I stuck with some really lame generic platformer that I was originally gonna do. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Nice changes, very nice. Keep this up and you might end up using this as your game rather than just an experiment!

    Apparently the problem was again with picking -- I don't really understand C2's setup for picking instances yet, since I'm still used to Construct Classic -- but putting a "For Each PinkDemon" (found under System if you never saw it) condition along with the "PinkDemon - Alive = 1" condition seems to solve this and another problem at once. The third demon guy on top of the block actually doesn't fall off the cliff now. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • To restart the level? You can use a trigger like, for example, "On key pressed - P" along with the action under System "Go to Layout" and set it to the current layout, which should restart it. However, I think the player will still be standing in the same spot as before, not the original spot, so you should also use the "Player - Set position to" and put in the starting X and Y.

  • Well at least you learned something! <img src="smileys/smiley36.gif" border="0" align="middle" /> And yeahhh, it is kinda late. Didn't even notice that it's 4:25 AM over here until now, but I got nothing to do tomorrow except, well, this.

  • You mean you want to make it smaller as it plays?

    Make a new event, "Every tick", and "Explosion - 'Exploding' animation is playing" with the conditions "Explosion - Set width to Explosion.Width-1" and Explosion - Set height to Explosion.Height-1".

    You can change the "-1" to be bigger to make it shrink faster, or smaller to make it shrink slower. It might need to be smaller -- getting a pixel smaller every tick will make it shrink really fast.

    Hope that helps. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You mean you put ' "A"&"V" ' as the tag? I don't know too much about sound, since I haven't used it much (my game's silent right now <img src="smileys/smiley17.gif" border="0" align="middle" />), but there's probly no way to make that work. I'm not sure why you'd need two tags, so maybe I'm misunderstanding.

  • Wow, I didn't know there was some kinda rep requirement on that. I haven't used PM's since the forum change. <img src="smileys/smiley5.gif" border="0" align="middle" /> Anywho, you're very welcome, I'm always glad to help out. I'll be around if you need me, good luck! <img src="smileys/smiley4.gif" border="0" align="middle" />

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  • Haha, nice. <img src="smileys/smiley4.gif" border="0" align="middle" /> I guess bullet works fine too, I didn't think of that.

  • Assuming all you're doing with the death sprite is falling straight down, you can use the Move (Distance) at (Angle) action to do the same thing just as well. Make sure to set the angle to 90 for down and you're good to go! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Construct Classic had an expression for platform objects that lets you set the "collision mode", which you could set to "none" and have it pass through objects. That hasn't been implemented in C2 yet, and as far as I know there's no other way to do it...

    However! My workaround is to have it as a separate sprite that ISN'T a platform object. When Alex dies, make him invisible and then set the new sprite with his dying animation to his position, then make it fall the same way he would've.

  • O.o

    I would never have thought to check that. Great catch, though! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Ohhh alrighty then. I guess you'll have to try it to see how it reacts. Best case scenario, it'll change automatically to accomodate the new sprite. Worst case, you have to re-export it for it to take effect. I've never tried. <img src="smileys/smiley5.gif" border="0" align="middle" />