Joshiii-Kun's Recent Forum Activity

  • Doh. I'm such a silly lobster. I actually usually use Graphics Gale. I was under the impression that the upper-left most pixel was being used for transparency. I'm not sure how I got that idea

  • Hello there,

    Every time I make a sprite, the sprite is surrounded completely by the background colour I used in the sprite editor. I have seen examples on the forums, however, where people have made it work: The "outer" background pixels aren't showing. How can I do this with my sprites?

  • Cool! I have a quick little question: How did you make alpha work?

  • Ashley: Yeah, I read about it

  • I decided to put together this somewhat quirky platform engine. It's incredibly basic, but it works pretty well so far. It's really quirky and it could've been optimized a lot better (now it's just a lot of patchwork, especially with the seperate detectors). Then again, it does work pretty well and uses For loops to position the player object. This engine was made in a very MMF'y fashion.

    Jump with Z, move with arrow keys.

    Try online

    Download .capx

  • Ahhh lookie. Thanks for the heads up!

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  • I managed to fix the problem I remembered something I'd do with my platform engines in MMF2. What I did now is basically this:

    On loop "moveY"
    If inertiaY is greater than 0
         move objPlayer down the Y axis by 1 pixel
    [/code:271gskcn]
    
    After which there is a collision detection. However, as with the logic I got used to with MMF2, the position of detectors (and the player sprite for that matter) isn't updated yet. This can either be fixed by moving the collisions before the positioning events, or by moving the detectors together with the main player object. That last thing is what I did.
    
    [code:271gskcn]
    On loop "moveY"
    If inertiaY is greater than 0
         move objPlayer down the Y axis by 1 pixel
         move objBCollider down the Y axix by 1 pixel
    [/code:271gskcn]
    
    Now it's functioning properly
  • This one is made in the latest one, R1.2

  • Hello there,

    After not having touched MMF2 at all for the last couple of years I decided to go ahead and try my hand at game development again, but this time with Construct. However, it seems I got a little rusty. In fact, I can't even get a basic platform engine right anymore! With MMF2 I used to make custom platform engines all the time using loops to I could try to pixel perfect collisions. I'm trying that same approach here, but it looks like I've lost my touch. Can you guys help me?

    When you download the CAP first run it. You'll see what's going wrong: the player does stop falling, but actually falls into the ground. It's supposed to rest on top of the red collider bits.

    What am I doing wrong? Do the loops work differently here?

    [Download]

  • Hello there guys,

    This might be a bit of a silly question, but as far as I've seen so far Construct 2 is mainly going to sport an HTML 5 exporter. This is pretty awesome of course, but is there also going to be an EXE exporter?

    EDIT: Oh, I just properly read through the Construct 2 post

  • Yeah. That it's less complicated might be a good thing :') I can't get my head around the bomb model thing xD

  • Ah right. I thought it sounded like a limiter. In my opinion, limiters of any kind are only useful when you can adjust every single setting of it.

    I noticed this weird audio thing as well. Thanks for bringing up the subject and for the solution

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Joshiii-Kun

Member since 28 Jun, 2007

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