Jayjay's Recent Forum Activity

  • Works great for me! I think there might have been a little slowdown with spiral, but not too noticable. Also, the flame works perfectly! Good job on those effects

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  • This has been mentioned before and is on the todo list, but here is my idea (Quoted from "Object and behaviour requests" page 2)

    [quote:ljn03k55]I would like to see a path object & behaviour where you place a path object and give it a path name and decide where the waypoints are then any object with the path behaviour can be told to follow the path.

    eg: I place two path objects and give them each 10 way points, one is "Left" the other is "Right". Then I create a sprite with the path behaviour and I can tell it to follow Left, reverse at the end of Left, and then follow Right.

    This would allow more than one path for each object which makes designing custom AI easier

  • Yes it needs refinement, but it was created to only be used as an example of how you could achieve knocking back, the only real part of the example is the one line of code where it knocks the player backwards. Everything else is just in there should I ever want to continue on with it, but I won't because as Vrav said, it doesn't work very well and the maths are pretty far off. Plus, I also encountered a weird bug where the player sprite did not register collisions anymore and instead I had to create an awkward collision mask for it. This is very buggy and the only part of it I suggest you look at is the knockback event.

  • Argh it wont let me edit my post, here is a link to my example: http://www.scirra.com/phpBB3/viewtopic.php?f=16&t=1404

    It works but would probably work better as two moving objects against each other instead of the player moving into the stationary bad guy.

  • This is for Azu, check the thread here: http://www.scirra.com/phpBB3/viewtopic.php?f=3&t=1382

  • Nice example Doppel.

    Azu, I am still working on my example but if this one does fine for you then I might just turn mine into a little fighting game.

  • Ok, I think I know what you mean. I will try to make something to help you know how to do it in Construct.

  • I know it's a really old game, but Shogo MAD (Mobile Armour Division) is an awesome game even today. Heres the link: http://www.shogo-mad.com (Also I should mention that you need to go here http://www.planetshogo.com/ and scroll to the bottom for a GeForce fix to run it)

    EDIT: The fix for Shogo + GeForce is a registry file so it will affect everything, not just Shogo. [quote:3tosxic2]Downsides to doing this? Well, you can leave this setup as is and it may actually increase performance in some games by upping the frame rate (Quake3, Half-Life, Hitman, Max Payne, Unreal Tournament, Tribes 2, GTA2 and most of the current demos out now work just fine with this fix, tested by Coonz). If not, simply change the setting for Vertical Sync in the Display Properties of your desktop.

    Also, that quote just made me remember, Starseige Tribes is another great game (free/abandoned) but you would also need to edit some settings to connect to the new master servers since the official master server is gone now.

  • You could use INI files to do this..err..I don't know/remember the exact actions right now, but its under the System object.

  • There's also a glitch in the object bar. I renamed a red square from "Sprite" to "redsquare" and the name didn't change on the object list.

    Right click and copy any object or some similar action, you don't need to paste it but doing this seems to make the object dock refresh/update.

  • True, but I want to know if he already has an idea of how to do it or not.

  • Sorry, but do you mean the ratio as in literally the amount of damage to knockback, or how to use it? If you need to know the number of the ratio, then I can't help you there (I don't play Smash Bros. much, and don't own the Gamecube/Wii versions.)

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Jayjay

Member since 18 Mar, 2008

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