Vercingetorix's Forum Posts

  • Hi

    In my platform game I'm using a detector/Hitbox which is positioned to an image point every tick to as a way of determining when a enemy recieves damage from the players weapon but while jumping in the air my hitbox doesn't keep up with the players image point can anybody tell me what I'm doing wrong?

    (It's the most noticable when you leap from the first ledge and have the extendable upgrade)

    relevant controls are

    z to jump

    X to Attack

    the pots are upgrades

    dl.dropbox.com/u/56373295/Construct%202%20Files/Platform%20Game.capx

    Sprites are not mine they are from a game called Goemon, I just felt like using them as placeholders while I figure out most of the programming for my own game.

  • Wow! This looks pretty impressive

    great work

    I have a few suggestions though

    personally I found the controls a bit difficult to use mainly in regards to aiming and using the ninja stars, since you aim your weapon with the mouse could F be replaced with one of the mouse buttons? I also feel jumping might work as a mouse button as well and the mid-air hop needn?t have a separate button when it?s basically a classic double jump.

    In regards to the HUD I really liked the first one although I think it could be clearer that the ninja icon is his visibility (it is his visibility right?) maybe you could incorporate an eye symbol into the circle somehow as a watermark or background image.

    Lastly some of the colours of the background elements could be tweaked a little to separate them from the foreground a little more.

    Can?t wait to see more!

  • Thats not quite what I mean

    I'm talking about letting the player be able to define their own button for Left, Right,Up, Down, jump, attack etc in say an options menu before they start playing

    much like in this game

    miniclip.com/games/dino-strike/en

    That way the player is not going to be driven away by a control scheme which the programmer thought was perfectly fine but they themselves find awkward.

  • Hi

    Is it possible to create user defined controls for a game made in Construct 2? so that the player isn't forced to use a button scheme they may find uncomfortable or difficult to use

  • Here is a quick fix based off what I'm currently doing for my own game, although it's probably not the best solution so if anyone has any better approach I'd also be pretty interested to hear it.

    dl.dropbox.com/u/56373295/Construct%202%20Files/Melee%20attack.capx

    All I've done is create an event which checks that "1hit" isn't playing and made all the other animation events a sub-event of that one. I also have one more event which is not a sub-event that checks when "1Hit" is finished and sets the animation back to "Parado".

    On a somewhat related note how come Construct 2 considers an animation to be playing even if it has reached the end of its frames is there some kind of setting I need to change? I know it's only a few extra events but I'm not keen on having to put in an event for each attack which tells construct 2 to change animations once it?s finished.

  • Hi

    Does anybody know of a good program or a good method to create tilesets for higher resolution games? I know that there are tools available for pixel artists such as this one

    youtube.com/watch

    which are really impressive and look like a tremendous timesaver but I can't find anything good for creating much larger tiles and my own method feels extremely cumbersome.

  • I'm 23 years old, the only programming experience I have is with Multimedia Fusion 2 (If that counts).I think the first time that I heard about Construct was in a fangame topic on the old Castlevania antichapel forum however I have only just recently started paying close attention to it because I'm tired of waiting around for MMF 3 and more importantly because construct 2 looks like it could greatly simplify the creation of my game ideas.

  • Hi

    Is it possible to copy a collision polygon across to all the animations in an object(not just all the frames in a animation)so that it could then replace the invisible rectangle the manual advises to use for reliable platform movements?

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  • I started to try applying what is in the capx to my own situation but I?ve already managed to make some kind of mistake and now I've got hundreds of objects being made instead of just 1 for each enemy. Can anyone tell me where I've gone wrong?

    dl.dropbox.com/u/56373295/Construct%202%20Files/Enemy%20with%20Detectors.capx

    Any tips or pointers would also be welcome, I?m trying to create a possessed tree with spikes/thorns on its roots that are the only part that hurts the player and an eye which serves as its weak spot.

  • Yep works perfectly now, thanks

  • I agree as well, it would atleast be nice to be have the option to choose whether you want to browse through completed games or unfinished ones.

  • I downloaded it again and checked that I've got the latest version of Construct 2 installed as well, it still isn't working the same message pops up and it closes.

  • At first the file appears to work for like a second and then these windows pop up

    <img src="http://i260.photobucket.com/albums/ii35/Overking1/Construct-2-Problem.png" border="0" />

    and it only ever happens with that file every other capx I've opened works fine, maybe I should try downloading it again and see if it works then.

  • Thanks for posting a capx Yann but Construct keeps crashing whenever I try openning it

  • Hi

    For the enemies in my platform game I need several objects to act as detectors for determining when the player receives damage or deals damage to an enemy, so I was just wondering how I go about assigning detectors to sprites, & destroying them all when they are defeated and that sort of thing?