PixelRebirth's Recent Forum Activity

  • Very nice effect indeed.

    Never figured you could do something like this in Construct.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Why don't you just store the distance between player and enemy in a private variable (of the enemy). Then you check the distance and if it's below a certain number of pixels and Player.Y is greater than Enemy.Y => enemy attacks. Just an example. Could be more specific about it if you posted the cap.

    I have a distance value to all my enemy sprites, since it's useful in many situations.

  • I kind of get the impression you want Construct to magically know which sprite you actually mean, no offense intended. But if you're using improper conditions your events won't do what you want them to.

    Maybe you could post the cap, so people could give you examples on how to fix it.

  • I'm already using 0.98.3. What I meant was that I tried it with 0.98.2 too and there it worked.

    That's strange. Guess I will just have to reinstall 0.98.3 and try again.

    EDIT: Yes it was as simple as that. Reinstalling 0.98.3 fixed it. Could have figured out in the first place...

  • I wanted to toy around with bumpmapping a bit and downloaded the example from the wiki.

    But in the event editor I don't have the bumpmapping tab to control the effect. And when I tried to edit an exisiting bumpmapping action and went back the tab showed but Construct crashed instantly.

    Am I right to assume that bumpmapping doesn't work properly in the current version, since it's not controllable with events?!? Oh well I guess I'm right I just checked in 0.982 and the tab is there.

  • Wow that was really fast. Thx a lot!!!

  • [quote:3fv18o4v]Well, I've been looking at how the collision system works with slopes, and it seems, in my game, for some strange reason, the character always moves with the slope properly on the right side, while on the left side, it acts like there's something else above the slope that it can stand on. Really odd. But it works perfectly when I try an elipse in the PS ones. Even stranger.

    That's weird I had a similar problem with slopes though. It worked when I set the hitbox of the platform behavior sprite to per pixel collision, and not like it should be bounding box (since that hitbox/detector is a square after all). When it's set to bounding box it acts on certain slopes as if they were set to bounding box as well. While all slopes are set to per pixel. Very weird, since it only does that on certain slopes. But still check if your slopes are actually set to per pixel collision (I guess you have anyway).

    Something else: actually vertical platforms aren't that hard to do. With one major drawback: jump sustain doesn't work because the action jump ignores whether you hold down the key or not. At least that's what I came up with. If anyone has a solution with jump sustain I'd really like to see that... but with the future version of construct the need for this will become obsolete anyway I guess.

    Just saw the slopes hijack by Drasa. Very nice indeed.

    But would you actually rotate the player to the same angle as the slopes in a normal J'n'R?

    I guess you wouldn't. And it's a nice addition that you slip down from it, but as far as standarts go I would let the player stick to the slopes. But maybe that's just me.

    Plus it doesn't seem to work with other shapes than 45 degree slopes, right?

  • You have to love it:

    http://www.collectorsgalleryonline.com/Merchant2/merchant.mv?Screen=PROD&Store_Code=CG&Product_Code=ALIENSTATUE

    Okay maybe one could afford it or save for it but where to put it then? And you really could do smt better with 25.000$... still I'd like to have it.

  • Woa this is improving pretty fast. Great.

    Right at the beginning I was facing the wall to the left and hitting left arrow repeatedly in order to headbang like in the older build.

    But the ninja disappeared to nowhere. I understand doubletapping is some kind of teleport/dash thing right.

    Anyway, need to get past those spikes now

    edit: Oh I made it. Teleporting is the key indeed. But sometimes it seems to teleport the player to the wrong place.

    Bring on enemies now!!!

  • Yes I'm afraid the links in this thread are all dead by now. But those versions are very outdated anyway. I wanted to share another public beta in january though, so hopefully that'll happen.

  • Hehe I like it.

    That you can be hurt when jumping on an enemy can be annoying though. Do you have an event that is comparing the ground detector Y of the player to enemy.top so to speak.

    Ground detector does not overlap solid (which means the player is jumping/falling)

    +Player hitbox overlaps enemy hitbox

    +Ground detector Y greater (below) enemy hitbox.Y + 8 (for example, +8 being a tolerance)

    => hurt player

    Ground detector does not overlap solid (which means the player is jumping/falling)

    +Player hitbox overlaps enemy hitbox

    +Ground detector Y lower or equal (above) enemy hitbox.Y + 8

    => kill enemy

    Or at least something like that. All assuming you have a ground detector and hitboxes and stuff.

    And I guess I found a bug: when I was jumping into the water above, Buttweasel disappeared

    <img src="http://img237.imageshack.us/img237/6757/buttw0ul0.png">

  • Nice little example. You should do one more using graphics and not text for the menu.

PixelRebirth's avatar

PixelRebirth

Member since 26 Mar, 2008

Twitter
PixelRebirth has 1 followers

Trophy Case

  • 16-Year Club
  • Entrepreneur Sold something in the asset store
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

23/44
How to earn trophies