linkman2004's Recent Forum Activity

  • Thanks guys. I'll try and get a new build up tonight for everybody to see it.

  • and my two cents: i had an app which would download an array through the http object to a text object. the array was like:

    and after setting the text to a http.response run a loop 4000 times, creating 4000 objects with private variables from the tokenized string (the "1","test","100" and "200" these private variables). This loop lasted about 10 seconds, hanging the game and this was not the http's fault. I'm pretty sure it was the loop's speed.

    Creating the objects would probably be what was hanging it up there. You can create a program to do 10,000 loops upon a key press, but you'll never notice that it did anything.

  • Thanks, deadeye. Unfortunately it's not completely custom. I've never been able to get slopes to work right, so I just modify the built-in behavior to do what I want.

    I improved two of the problems that you mentioned. I wasn't using the Ninja sprite for the platform object, and since per-pixel collisions wouldn't work, I went with bounding box. This led to the collision box being to big because there's a bit of blank space above the Ninja I'm too lazy to take out.

    I also fixed up the wall-jumping. First off, you have to be holding in the direction of the wall to grab on. Also, you have to be holding a direction key to jump off, this allows you to let go by the hitting the jump key without hitting any other buttons.

    I haven't worked on the teleporting problem, but I'll fix that soon.

    Anyways, here's the improved version. The jump key is now "S": Ninja Game Build 2

  • I'm here today with a ninja game I'm working on. It's pretty much a clone of the N engine at the moment, although not quite up to that yet. To set it apart, I'm adding special ninja powers, and I'll probably end up adding weapons at some point. Here's a screenshot:

    You can currently run, jump, grab onto walls, wall jump, and teleport a short distance between walls while grabbing onto one. The controls are arrow keys for movement and shift to jump. You can teleport between walls by pressing any diagonal direction while grabbed on, but this only works for a short distance. Anyways, here's the link: NInja Game

    By the way, the ninja guy graphics are by me, made in pivot. Tell me what you think.

  • Yeah like that cut out animation thing...man I wish I had known about that program before...I could have used that instead of programming a new behavior

    Anime Studio? The free version is pretty much completely worthless, so I'm glad you programmed a new behavior.

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  • You could probably create a screen sized brick that always follows you around. If said brick collides with terrain pieces, it can set a value, such as 'discovered', to 1. That way, you can do something like:

    +If terrain('discovered') is equal to 1
    -Plot terrain on map[/code:3w3ngdds]
    
    Can't say will actually work, but it's probably worth a shot.
  • "Get number of objects" can be used in any expression, not just system compares. You access it from any expression editor by clicking on the object you want to count.

    I know that, I'm just saying for his particular example

  • Just use compare under System and use object.Count where object is the name of your whatever.

  • Screw you, deadeye, I was about to post an example I had whipped up. Yours uses one less event.

    Ah, well. Here it is anyways if anbody is interested: Grid Scrolling Example

  • I was thinking he should just divide his large level into smaller parts by repositioning the camera. It's more efficient than creating multiple layouts.

    I actually created something like that for the MM2 remake I had been working on. I just had two different screen-sized bricks which I placed in a grid, alternating between the two. If you collided with one that was different than the one you were already in, it would scroll. Unfortunately, that code is pretty cluttered and hard to understand. I need to figure up a better way of doing it.

  • Something like this(note: not actually code, but easy to understand):

    + = conditions

    • = actions

    FIRST LAYOUT:

    + Character reaches left of screen

    - Set global variable 'yposition' to character.Y

    - Set global variable 'side' to "left"

    SECOND LAYOUT:

    + On Start of Layout

    + If global variable 'side' is equal to "left"

    - Set character.X to 640

    - Set character.Y to global('yposition')

    + If global variable 'side' is equal to "right"

    - Set character.X to 0

    - Set character.Y to global('yposition')

    If you want, I could probably rig up an example file pretty quickly. Hope that helps.

  • This is how I handle instances where the player needs to be pushed out of the ground:

    +While player overlaps ground

    -Set player Y to player.Y - 1

    The "While" loop will run until the conditions are no longer met, and it will happen instantaneously so you won't see it slowly pushed out of the ground.

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linkman2004

Member since 15 Jan, 2008

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