linkman2004's Recent Forum Activity

  • linkman, i geuss you could use bone behavior for the mario one. the backdrops are pretty easy(to program, not paint haha). The zelda one would be tough to animate though.

    The Zelda one is the main one I'm talking about, actually. But really, they'd all have to be animated by hand. That Mario animated using bones would probably look a little funky in that style.

  • They're definitely some beautiful paintings, but I'm not sure how well something like that would animate. You'd probably have to make some sacrifices to the style to get it to look natural.

  • I think it was mentioned as a post 1.0 feature if I remember correctly. I know they're planning on event sheets being saved as XML files so people can easily exchange them and stuff.

  • Holy crap! It's returned!

    By the way, it looks more like you started it in 2002, to me.

  • Maybe the next one should be "Construct 7"...

    You just gonna skip Construct XP and Construct Vista there?

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  • If i can get an experienced partner for the main programming i can do some music also...

    I might be able to help with some of the main programming. In fact, I might be able to do the overworld engine while you work on the battle engine.

  • You said it yourself, it will be finished when it's finished. But going by the current release frequency, probably somewhere around April/May.

  • Create a transparent block with the mask effect(the mask object essentially sets the alpha of objects behind it to the alpha from the image), stretch it over the pillar, then check the "Force Own Texture" on the layer properties for the layer it's on. Although for this to work right you'll want to put the character and mask effects on a layer above the scenery, otherwise you'll end up erasing everything behind the mask object.

  • Go to the application properties pane. Under "Runtime Properties" there's a fullscreen checkbox. Just check that and you're good to go.

  • Nice start there. I like how you've added bits of destructable terrain, and the fire mode effect is nifty.

    A few problems, though. First, I think the character jumps too hight and too fast. I'd suggest reducing both gravity and jump power. Second, on the wall kick, I'd suggest that you improve that a little bit. For instance, I think the speed at which you jump off should be halved so that you can jump up along one wall so that you can more easily reach hard to reach places. Also, it's a little hard to grab on and then kick off. I'd suggest that you make it to where you cling to the wall until you hit the bottom or hit the jump button again.

    Also, I'm wondering what these bugs you're talking about are. Maybe we could help you with them?

  • Okay, that one's partially my fault. The Else condition isn't proper here, as it will be setting the angle to the left if you're not moving. You want to do this, instead:

    EVENT ONE:

    sprIvoRobotnik [Platform].VectorX GREATER than 0

    sprIvoRobotnik: Set angle to 0

    EVENT TWO

    sprIvoRobotnik [Platform].VectorX LESS than 0

    sprIvoRobotnik: Set angle to 180

    That should fix it. Also, with the Else condition, it's supposed to be placed directly under the event it effects, not as a subevent. Sorry for all of the confusion here.

  • You want to use the standard "Compare" event in the system object.

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linkman2004

Member since 15 Jan, 2008

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