Thirstyy's Recent Forum Activity

  • The way I do it is start with a low jump strength and when the jump button is pressed the players gravity gets set to something lower and when you release it you set the gravity higher. You can get a lot of control out of your jumps this way you just need to play with it a bit. You can also tie this into a jump sound effect where you use a longer or repeating sound effect and play it when the jump is pressed and stop it (use a sound tag) when you release the button.

  • I usually like the retro style using sprites at their native tiny sizes and change the fullscreen in browser project property to letterbox integer scale which seems like it may give you the desired results looking at the screenshot.

    Otherwise you should scale up each sprite the same amount, it starts getting fuzzy when the size of the image being displayed has to be stretched from the original image. Depending on the window size you are targeting I used a standard x10 to keep it simple but you may need more.

    Hope that answers your question.. I fought with the same issue for a long time before figuring it out.

  • Thank you for the information. Actually, I registered for Nintendo's Developer Program a few days ago, but I won't get a response for about 1 or 2 months.

    How do you know it will be 1 or 2 months? I recently registered as well but haven't gotten a response and thought it was a little odd.

  • Excellent! I will definitely be purchasing and putting this to good use in the near future.

  • I am looking for some opinions on what the best keyboard only controls are for a platformer with 3 buttons. I prefer WASD over the arrow keys for movement but a lot of people seem to disagree especially if I am going for more of a simple and very accessible game (ideally the controls would work best with a controller but trying to give the keyboard only option in the best way I can). Space bar feels like the obvious choice for jump but I would like to add an attack and special ability buttons as well.

    Right now the best I can come up with is using Z,X and C with the arrow keys and J,K and L with WASD control scheme. Any other suggestions?

  • I may be one of the very few that splits up like that but there are quite a few games I have played like this. Hammerwatch, Binding of Isaac, Nuclear Throne, Mercenary Kings and Full Mojo Rampage are a few that come to mind.

  • Yes most local co-op games that use keyboard+gamepad would let you set first player as the keyboard and 2nd player as controller 1. You could make it something you could set in an options menu or something if you cannot auto detect that somehow. The way you have it setup someone would need two game controllers plugged in even if you just wanted to play one player on keyboard and one on gamepad (which is how my wife and I play those games typically).

  • I see the description says to test the local co-op you need two controllers. Does that mean the template will work the same? Needing to two controllers plugged in to play 2 player local coop with a keyboard + controller isn't going to be a great setup for games..

  • Depending at which angle you guys left each other the screen would slice in such a way that it would not necessarily be down the middle, and it rotated as it needed be depending on where the players were next to each other.

    The two games that come to mind that have this sort of dynamic split screen is some of the newer lego games (lego marvel) and keflings. I haven't looked into split screen much yet but if he has figured out a good way to do split screen it could likely be customized to work like this which would be awesome.

  • Here are few other features I have thought of that I would put to use at least.

    • split screen and shared screen options
    • dynamic splitting screen like the newer lego games have - would LOVE to have this
    • multiple inventory screens - it is really annoying in games for each player to have to open inventory/shop screens separately and really slows down the game play

    -color swapped characters/skins - lets players select their character and then skin/color

    If I think of anything else I will come back and post them.

  • I would think if you have the coop setup for a platformer it would be pretty easy to convert the controls for any other game type if your semi experienced with construct. When I made the little attempt I have done so far at local multiplayer my biggest issue was working through the two things you already had (a character select screen where players could select different characters and assign them to controls and the dynamic gamepad additions.)

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  • I would definitely be interested in that template. I have wanted to add local co-op to my games but it hasn't been a priority for me so having most of the work done would be very helpful. Not sure what other features would be nice to have but sounds like you covered the core features that are needed.

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Thirstyy

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