midnight's Recent Forum Activity

  • Okay, now I am back on my pc, so I'm checking the code.

    I better solution for left/right animation is this:

    FootDetector: is on ground

    MouseKeyboard3: Key Right arrow is down

    FootDetectorSet animation to "Walking"

    FootDetectorSet animation frame to 1

    FootDetectorPlay current animation

    Now we are using the "is on ground" event instead of that vectorY stuff. This should be rather easy to understand. I'll send you the cap still, just email me .

  • That is great! The game is very promising!

  • Is it safe to assume you have no prior inexperience with this type of program? I guess most users here have used game maker/multimedia fusion/ect before so Construct is just a nice upgrade. But yes, for a person fresh into this it can be overwhelming, because Construct is powerful. Lucky for you we have a friendly, helpful group that is growing, and everyone is friendly and ready to help!

    The best thing to do early is try to clone pac-man, pong, breakout, ect, then slowly build up to more complex stuff. I know, I know, you want to make Final Fantasy VII 2, but you gotta get the basics down first!

    I'll gladly make an example cap of something simple (or a basic platform tutorial) if you want. I'm not the best instructor though Just gimme a few hours, and I'll post a few.

  • LOL to be honest the whole vector.Y thing was a suggestion from another user. I just figured it means the player is on ground. I'll have to re-examine the code when I get back on my pc.

    I have another (rather silly) platform mock up that I will send you, just email me at midnight_aaron at yahoo.com and I'll send it your way. It's the same stuff but also handles using multiple characters and jumping on enemies.

    Let me know what you're trying to achieve, as in Mario, Mega Man, ect. and I can help you more.

    Kippis!

  • hey that's pretty cool!

  • Make sure you are able to update DirectX on your school's computer. I had to get a tech guy to update it for me so I can present my construct game.

  • from my goth days

    <img src="http://www.fileden.com/files/2008/3/4/1796632/gothdead.PNG">

  • I'll check out the new cap when you post it; I'm getting the dialogue freeze too.

    Nice to see some Mega Man ZX Advent love! Ashe is pretty cool

    Yeah it's all cool if you want to use ripped sprites, but I suppose the big problem here is the different styles. Julius is TINY (was that from a gba castlevania?) Ashe is all DS pretty and the sonic is fugly. lol

    But I am curious to try this one out!

    *I stole your car*

    Add this game to your list: An Untitled Story.

    http://www.mattmakesgames.com/showgame.php?id=13

    The graphics are simple but cool. It's a very very good game (albeit a bit hard!)

    your avatar makes me lol

  • I really enjoyed the game. It really felt and looked like a movie. The boat scene with the rocks = win. The use of textured particles for the boat was also cool. The end where you find the object with the "special guest" was too cool, Lovecraft fan service all the way! LMAO

    But the shock ending...! WHY DEADEYE!?!?! WHYYYYY!?!?! (j/k I know you were out of time)

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  • Very cool! It's like Mystery Case files, in this game you have to find papers that are hidden in the room's scenery. The presentation and music are really good! I wish I could understand the language!

    ????? ??????????! ??? ??????? ?? ????? ?????? ?????, ? ???? ????, ?? ?????? ????? ??????, ??????? ?????? ? ??????? ???????. ????????????? ? ?????? ????????????? ??????! ??? ????, ??? ? ?? ???? ?????? ????!

  • Hey hey hey! Sorry to hear of your problems. Animations confused me big time until I got some help from the Captain (RIP).

    If you want, you can send me your cap or upload it and I can take a look.

    Basically, you're going to only be making the animations for facing right, and check the "auto mirror" under properties to flip the animation. When player presses the right key, set the angle of the player to 0; when left set the angle to 180.

    Here is the code I'm using for my project: (edited for simplicity)

    MouseKeyboard: Key Right arrow is down

    System: 0 SpankyBoot[Platform].VectorY Equal to 0

    Spanky: Value 'Dead' Equal to 0

    System: Trigger once

    SpankySet animation to "Walk"

    SpankyPlay current animation

    SpankySet angle to 0

    SpankyBootSet angle to 0

    The 'dead' value thing is just so that player cannot move once marked as being dead.

    When trying to change the animation of the sprite (from Idle to walking for example) make sure to use this guideline:

    1. Change Sprite to "animationname"

    2. Set Sprite Animation Frame to 1

    3. Sprite: Play Animation

    (yes i know that isn't followed in the above code )

    Making duck animations is a little trickier, and attack animations that involve not shooting objects (like using a sword attached to the player or a punch) is definately a bit more complex. My game's sprite has three detectors: Hit Detector, Attack detector and Floor detector.

    LOL this is probably more confusing than I intended for ti to be...explaining things isn't my strong point

    perhaps I'm better off looking at you cap to help ya out

  • I have an older platform example that covers scrolling and animations. It might be somewhat helpful until Deadeye's is ready.

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midnight

Member since 6 Jul, 2007

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