KingPin's Recent Forum Activity

  • I don't know if it's good to post test games/engines or small experimental Capx files here but here it goes

    I just tried making a checkpoint system as simple as possible with the use of "Persist" behavior

    Here's the CapX file if you willNow what I ask if this checkpoint system is reliable, good to use for simple platformers/top-down or so, should I got with a better checkpoint system or is this good to go?

    filedropper.com/checkpointtest

    thank you very much, anyone feel free to use the checkpoint system should they find it helpful, it's very simple to use with no fusses.

  • That's very good to know, Construct 2 is a very good game development tool for hobbyists and enthusiasts, it's very easy to learn and use, albeit I still have a small problem with what I want to do but good to know that Construct 2 is been used in schools, colleagues and places of education and I see a prosperous future for this program imo.

  • So can't anyone give me a hand on this one? or shall I just make the Violets and anything else besides my character without a collision mask?

    Here's my new .Capx file, trying to fix the problem to no avail. :/

    filedropper.com/felixbeta_1

  • I'l try that and reply later.

    Tried doing this but all it does is fix the position of all the Violets, the other Violets move away from me and if I kill one they all die, the ones I didn't kill leave their collision box intact, If you meant putting all the actions related to the Violets_Mask how do I do that without breaking something else? I'm trying to wrap my head around it but I don't know what you meant with it, the Violets_Mask has variables like Vealth (Violets Health) and VFire for timing between their shots amongst other events that rely on the events set to it.

    [attachment=0:109ie07n][/attachment:109ie07n]

  • Did you try downloading the .capx file in my link? English is not my native language and I left that filedropper link so someone could check it out and tell me what to do or resolve this problem.

    I left the Violets collision boxes visible (They're pink), there are 3 Violets, the first one works fine but go further right and you see 2 other Violets that are far off from their collision box.

  • Right, this one is tougher then the last topic and I don't want to have the reputation as a spammer but this one I really have no clue how to fix this

    Basically I have multiple enemies and there have the collision mask and the pin behavior but they're not working correctly, I uploaded the .cap file so you can understand it correctly.

    filedropper.com/felixbeta

    Please help me out on this one.I really don't want to hit a snag so fast in my game I am creating

  • Yes but the enemy uses platform behavior to move (and turret to locate the player and shoot at him, although I doubt this matters here) but I want the "Clip" to act as a solid object to the enemy and I can't find any event in the platform behavior that makes it so that it acts as solid for the enemy despite that clip solid isn't checked. (as otherwise it will affect the player as well)

    EDIT: Nevermind, did it via using the X coordinates event to the opposite of where the enemy moves, thanks anyway.

  • How do I exlain this correctly?

    Basically I want to make an invisible wall where the player can go trough but the enemy can't so it prevents the enemy from falling but I don't know how to make it so without making it solid for all objects it should act as a clip for the enemies so they won't wander into areas that would kill/lose them.

    Any ideas how to do so? thanks.

  • Also tiledbackground renders faster than tilemap in seamless mode

    So presuming I have to make a 2D Mario level (which consists of tiles) tiled backgrounds are better to use then tilemaps? since they load faster? or in that case it's better to use tilemaps?

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  • I know Tilemaps are newer and more useful for top-down shooters and/or Mario/Megaman styled platformers but I think that tilemaps render tiled backgrounds obsolete in some ways I think, mainly because tilemaps can do the same thing that tiled backgrounds can do.

    Where would be situations where tiled backgrounds prove more useful then tilemaps? with good enough tile maps you could do HD games like Sonic 4, granted games like Rayman Origins and Legend probably can't be done with a tilemap but still, I think tilemaps make tiled backgrounds obsolete in some ways, just my 2 cents tough.

  • Curiously is it possible to make a Sonic Battle 2/power stone style game in Construct 2?

    like this one here?

    Subscribe to Construct videos now

    If so how is it possible to do so?, thanks in advance.

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KingPin

Member since 5 Aug, 2014

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