SullyTheStrange's Forum Posts

  • Can't stop players from cheating. In fact, why bother? It is their choice how they want to play the game. If they want to ruin their enjoyment by giving themselves unlimited health and money just to blitz through the whole game, let 'em. It is their choice.

    Focus your energy on something more worthwhile.

    I thought the concern was more along the lines of your work being stolen. Granted, the thief would have to be a C2 user, but it's still not a nice thought. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Yeahhh... Sorry for hijacking your topic, dcrew. <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Well, it's certainly not ideal and it doesn't always work, but it'll have to do for now. Thanks for the idea mate!

  • It seems that when using the "Simulate control" expression for jumping, it only works when on the ground. Which makes sense, of course -- but I'm trying to make my Mario jump off of enemies' heads after landing on them, which means he isn't exactly on the floor, so in this case it's working against me.

    How might I work around this? <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Definitely not useless garbage, Spade, that's a great idea -- and almost exactly what Yann put into his capx already. <img src="smileys/smiley36.gif" border="0" align="middle" /> Thanks a ton to both of you, seems like I won't have to wait for an official fix after all!

    And yes, Yann, I'm very appy. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Alrighty, I've basically got it working, except for one thing... What I'm doing is related to the score in my game. If the score is held in a string, is there any way to add to it? I was going to put it in a number variable and copy it over, but you're right, C2 can't have very large numbers. Which makes having the typical game style of very large scores... impossible. <img src="smileys/smiley6.gif" border="0" align="middle" /> Is there any way around this, or do I have to wait until they change that rounding thing?

  • <img src="smileys/smiley5.gif" border="0" align="middle" />

    Um.

    Maybe what I wanted to modify it for can use a simpler solution... <img src="smileys/smiley29.gif" border="0" align="middle" /> I just need to be able to go through a number and tell what each digit is individually. Is that as complicated to do?

  • I was looking to use something like this for a similar problem... but I definitely need you to deconstruct it. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I had a feeling that might be it... I moved some of the events around and it somehow got rid of the problem. There's still some of that pesky flashing, though -- minus the teleporting -- but it only happens for a little bit when you first start it up. Thanks for the response.

  • So in my platformer, some strange thing was happening where my little Mario sprite would flash when moving and jumping. I just noticed he wasn't flashing, he was TELEPORTING -- to 0,0, to be exact, for a single frame at a time.

    I took everyone's advice and made an invisible box be the real player with the sprite just set to its coordinates, but it seems the event tying them together isn't doing its job properly. Or, of course, I screwed something up.

    EDIT: You'll also notice that the camera jumps around if you climb up the tiny hill to the right -- there's another invisible object set above Mario with the ScrollTo behavior, and apparently this teleporting issue affects that one as well.

    Anyone wanna take a look?

    db.tt/61FvHuSV

  • Like the title says, I'm looking for a way to replicate that expression for the platform behavior from CC to deal with the pesky problem of your character awkwardly running even though there's a wall in his face. <img src="smileys/smiley17.gif" border="0" align="middle" />

    I was going to use overlap at offset, but that isn't here either. What other ways can I do this with the current functionality?

  • I don't know if it's the same issue here, but in CC it was a problem if platforms weren't set to integer coordinates. Otherwise you couldn't stand on them no matter what you do.

  • Maybe I only heard one person say that and I believed them so I wouldn't have to do extra work. <img src="smileys/smiley17.gif" border="0" align="middle" /> It's working fine now, thanks guys.

  • Yeah, I know what you mean. I did that for a platformer in CC, but eventually got rid of it because everyone started saying it wasn't necessary. It didn't occur to me to try that this time. Thanks. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm in the still-a-complete-noob phase for C2, and I can't get animations working right. It's probably because of the origins for the sprites that are different sizes; I just don't know how to position them so that it doesn't freak out all over the place. Here's the cap if anyone wants to take a look at it:

    db.tt/61FvHuSV

    I appreciate any help. Hopefully I can adjust to the new program soon. <img src="smileys/smiley18.gif" border="0" align="middle" />