Candescence's Recent Forum Activity

  • This is something I've found very odd with the platform behavior. It's a lot more noticable at high speeds. When a sprite with a platform behavior is walking in one direction, and th player suddenly makes him/her turn the other way, the object does not slow down in the direction that it was going in. However, when the player releases the movement keys, the object slows down. Am I the only one who sees this as a problem?

    Really, it would be more realistic for the character to decelerate quicker by moving in the other direction than just stopping. Maybe there should be an option for this? It just seems... Jarring, at the moment.

  • Eh, it's a good idea to the tag system out of the way, since it doesn't seem to work the seperate collision box system right now. Oh, and you're re-writing them? Yay!

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  • Whoa, proper rotation? Sweet! Though, I think I'll save that for if I ever make a Sonic fan-game in Construct.

    Still, the big thing I'm eagerly awaiting is the AI lessons. Those will be fun, and only two lessons away! But we're waiting till the Christmas update, of course.

  • Ah, I see. Now that I changed it to per pixel, it works perfectly. Of course, something like automatic rotation based on a slope is harder... First person to make a Sonic-style loop gets a prize! *Shot*

  • 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.

  • Alright then, if you wanna wait before releasing anything... You could at least still work on them and modify the ones you finish, right? : D

    Also... Hmm. How could you work the collision system with, say, slopes? But I suppose that's a more advanced trick, ain't it?

  • Indeed they are. And now that I've seen detectors in action, I realise there's more ideas for detectors - for example, Mario-style jumping on enemies! Awesome. And I didn't realise moving platforms could work like that in Construct.

    I hope to see more soon, these have been really helpful! I hope these haven't been bogging you down, though.

  • Huzzah! Looking forward to it! Hope these updates will be a regular thing.

  • ... Holy crap. This is AWESOME. I should have noticed this earlier. This will help my efforts immensely. The events thing basically solves a layout change problem I have, and the background tiles thing will make my life a million times easier, methinks. Genius. You deserve a medal. I eagerly wait for more soon... Especially the AI one, I'm having a buggered up time with my first enemy.

  • Wait, what? Check the "project" tab on the side.

    Anyways, I've fixed the attack problem myself, but the next room thing is still there. Also, another odd thing, I've been testing a health meter and game over thing with an enemy, but when the health hits zero, it crashes.

    New version .cap file, now with sounds and music! And Soma Cruz, ON FIRE!

    Edit: Also, just to note, Ashe can shoot and Sonic can kill "Soma" too by jumping on him. Classic.

    Edit: Oh, this is hilarious. I just fixed the room problem through some collision tests, in an event, I set the character's collision box to "bounding box"... And now I've discovered that in the other layouts, the collision is PER PIXEL. Wow. I've been stumped by such a simple thing... Note to self. Set events for bounding box just to be sure.

    Edit2: Updated .cap to show... And now I'm back to an old problem, the game's refusal to change one bloody variable, in this case, "DoorSide". Argh.

  • Alright, with my new version of my game, I have run into some new problems. The pause problem is now gone, the other problems, on the other hand, have yet to be fixed. Also, a major new problem has come up.

    Whenever the character goes into a room OTHER than the first room (from debug tests, this seems to occur in every room besides the "test" room), the character reverts to Julius, and falls through the floor. This is a curious thing, and despite my examining of the events, the source of the problem eludes me. Anyone got any clue?

    .cap file

  • What avi? XD

    But still, the graphics are placeholders. My focus is on, primarilly, functionality.

    Version 0.03

    Basically, I'm trying to get Julius' attack to work properly, make characters actually look like they're jumping when jumping while not moving to the side, fix the odd ducking, and fix the problem involving the second room, which has me completely stumped. THEN I'll move on to things such as enemies, and stuff.

    But for now, any suggestions and help would be lovely.

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Candescence

Member since 6 Dec, 2008

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