SwitchCrook's Forum Posts

  • 14 posts
  • Dang, I've totally used Show Collision Polygons before - completely forgot where it was. Thanks! Perfect.

    There were definitely some invisible tiles that had collision littered throughout the Layout.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I have a Tileset in my Layout right now. I duplicated the Layout to make a new one and expanded the Tileset to be bigger. Looks like all these "empty" looking tiles are actually solid collision tiles. (Guessing)

    I started erasing, but I can't tell which tiles are truly empty w/ no collision, and which ones are empty but have collision. Would be rad to have some kind of debug toggle, or Show Collision on the Tileset in the Layout.

    Can't find any options like this - so I'll probably just make a completely new Tileset object.

  • dop2000 Awesome, thank you!

  • WELL - I "solved" it for now. Seems to work but I have a strong feeling this is not the best way to go about it.

  • Been scratching my head at this one, I feel like I'm right on the cusp of solving.

    I have several Drag&Drop objects in the scene. They all start at pointValue=1.

    If I drag one object onto another, I need to destroy the other object and add that object's value to the initial object I dropped. (and in turn changing it's visuals) So if I drop a 1 on a 1 - I get one combined object with 2 value. If I drop that 2 value object on a 1 - I get a single 3 object. But then I can take a 1 value and drop it back onto that 3 object and get a single 4. Needs to be versatile.

    Trying to use Families, making duplicate families, trying Pick Nth (I don't have a ton of Families experience, but maybe I'm overthinking - I'm on the brink of just brute forcing the code. Any help is appreciated - thanks!

  • Posted this game quite a while back in Construct 2, but I've fully moved into C3 dev and switched up art style.

    Cilantro - a 16-bit era inspired platformer about a little green dude and his sentient, shape-shifting booger who run a rad burrito food truck. Super early shots - more at http://www.twitter.com/butternugs

  • Hey thanks for the kind words everyone - wish I could get notifications for replies on this thread. Have some new artwork being implemented soon! Yes, this is completely created by me - all art, design, and C2 programming

  • Been working in silence, but here's a new gameplay video! Working on some new sprites and visuals, slowly coming together.

    NEW GAMEPLAY!

    https://youtu.be/zr5pX3bzvkk

    Screencaps:

  • Working on the core parts of an action platformer - CILANTRO - while I further develop the art and story.

  • CILLLLLLLLLANTROOOOOOO!

    PROJECT CILANTRO

    is an action platformer inspired by classic Genesis-era games like Earthworm Jim and TJ & Earl. I'm just creating the game I personally want to play. By creating a juicy and satisfying platformer with a funny and gross story, I hope to create something enjoyable to fans of those genres and titles, but honestly mostly for myself

    I'm still figuring out a lot of the story elements, but I think I'm on a path I'm satisfied with on the feel so far. Everything at the moment is placeholder artwork, but is slightly in the direction I'd like to take it. I'm creating all art, animation and logic myself.

    This is just a fun side-project for now, we'll see where it goes!

  • SwitchCrook's Cute UI - Buttons — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/switchcrooks-cute-ui-buttons-312

    <p>Making a cute game like Angry Birds or Cut the Rope? These buttons are perfect for a mobile game. Slightly imperfect and illustrated buttons with a squished Down-state. </p>

    • 20 frequently used mobile Icons
    • Two styles of button with a down-state
    • Just change the hue of the button to match your game!

    Use this topic to leave comments, ask questions and talk about SwitchCrook's Cute UI - Buttons

  • SwitchCrook's Modular UI - Basic — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/switchcrooks-modular-ui-basic-292

    <p>Simple and clean button and icon system. Add the Icon of your choice to each button.</p>

    • 20 of the most-used icons in mobile gaming
    • 6 variations of buttons
    • Hover, Normal AND Down states for each button
    • Just change the hue or use the Tint FX feature of Construct 2 to add color!

    <p>I'm willing to potentially update the bundle with more if people purchase and make requests! Thanks!</p>

    Use this topic to leave comments, ask questions and talk about SwitchCrook's Modular UI - Basic

  • Haha, actually I figured it out like 10 minutes after I posted that... Just had one thing wrong. We were both trying similar approaches.

    If the angle of the Gamepad analog axis is outside the deadzone, store that angle in a variable on the object. Every Tick, rotate the object toward that variable, instead of the active angle. This way the variable will only be stored if its outside the dead zone, and not return to zero.

    I'm sure there's a more optimized solution, but this is working at the moment.

  • I've been trying to figure this out as well, haven't come up with anything.

  • 14 posts