Dualmask's Recent Forum Activity

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  • Wow, I haven't posted here since 2015...been way too long. Between numerous other art projects, commissions, comics and other junk, I've been putting small amounts of work into my game here and there. It's gotten to the point where, some animations aside, I am ready to focus on moving away from mechanics and building real content for the game (more/better levels, enemies, etc.) Here's a vastly updated, playable demo of my Jet Dancer action platformer: https://jonathanpriceart.net/public_html/JDGame/index.html It's playable with keyboard or gamepad, fully tested with Xbox controls.

  • > My current Work in progress. It's an action platformer built around an original character of mine I'm hoping to turn into a franchise:

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    >

    Has a lot of potential!

    Thanks for checking it out! It's growing slowly but surely.

  • Thanks folks. I've got a lot of plans to expand this. Been thinking of making new idle poses for some time (something dance-related) and other animations could certainly be smoother, but I'm more concerned about making more enemies and coming up with some better environment graphics. I threw the tiles that are there together as a test but I definitely want to make something that looks more natural.

    This project is still definitely in its early stages but I can say I'm satisfied with the way the character feels at least.

  • Never mind, solved.

    I turned on collisions for the player sprite and added a condition requiring that the sprite, not the collision box, is overlapping the specific wall object in order for the wall clinging variable to return true. Also added an event that stated that if the character was in the wall clinging animation and somehow ended up not overlapping the wall object, the character releases the wall and falls. It works perfectly.

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  • I have a character that can cling to walls, and it basically functions well, but I want to have some control over what is considered a 'wall'. Because the character can cling nearly to the tops or bottoms of a solid (including sides of an object with 'Sine' behavior, e.g., a moving platform, which causes crazy sliding up and down) and still be considered 'Having a wall to left/right', I want to create a way to control the behavior. As it stands, there doesn't seem to be any way to put 'If sprite is colliding with [object]' as a condition in an event, so no matter what the wall is "made of", the game still treats the left and right sides of it like a wall.

    Here are some examples of what I find...undesireable:

    I tried changing the size of the hidden collision box when the character was on the wall, but that caused problems when the character left the wall (such as getting stuck in ceilings because the height of the bounding box suddenly doubled).

    I hope I'm making sense. I want to make it so the character can only cling when it's touching a certain object.

  • My current Work in progress. It's an action platformer built around an original character of mine I'm hoping to turn into a franchise:

    Subscribe to Construct videos now
  • A video of the game's current state. The work-in-progress posted in the arcade is officially outdated. I've got my enemies active and cleaned up a lot of the character's moves and animations. I need to develop a title screen with a menu so it can feel more like a game.

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  • I'm sorry, I can't...part of a much larger project that I've put a ton of work into. But I think I may have found the help I needed from a friend. He helped me figure out that I need to use the enemy box to spawn the enemy sprite (kind of like what you suggested), and code it so it uses an instance variable within the enemy collision box object to pick sprites by their UID. I'm still working on applying the advice he gave me and I'm going to see if it works out.

    But I'll leave this thread up in case you or anyone else has anything they might want to add...a simpler way, etc.

  • I had a bit of a breakthrough: I added an event that said "Every Tick, For Each enemySprite --> set enemySprite position to enemyBox" and that seems to work for multiple instances.

    Now I need to figure out how to get them to not completely match each other's movements...got them walking but when one turns around, they all turn around, resulting in some of them appearing to be moonwalking...

    Also, defeating one enemy destroys every sprite instance...this is frustrating.

  • I see...I think. I'm going to have to experiment, but if I'm reading you correctly, you basically did the inverse of what I attempted. Instead of putting the enemy collision boxes on the layout and pinning the sprite to them, you basically put the enemy sprite on the layout and set the collision box's position to the sprite, having that control all the collisions in the events.

    I'd love to see what your .capx turns up.

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Dualmask

Member since 5 Sep, 2014

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