Candescence's Recent Forum Activity

  • Well, having it as a fan-game was the intention... Also, there's a good reason why I'm spending my time now preparing the game engine. Anyway, I've fixed the cutscene... But now, the current problems:

    • Julius only attacks in midair after messing around a lot, and even then, it doesn't seem his whip appears at all when he does.
    • For some really, really odd reason, when the character goes into the second room, the sprite reverts back to Julius and suddenly falls through the floors. Really.
    • Nobody seems to crouch fully unless you tap one of the arrow keys.

    I'll have the .cap file uploaded as soon as I get the oppertunity.

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  • Well I'll be darned, it works, and it solved the cutscene problem too! Thanks.

  • Well, all the characters have been knocked into one sprite, the box has been added, and... The second room makes it change to Julius and fall straight through. Also, for some reason, standing animation while jumping when not moving and crouching in midair.

    Also, despite my usage of the toggle trick, the cutscene goes straight to the end. Odd, that.

    Version 0.02

  • Oh, okay. Oh, well, not being able to categorize the animations is a minor inconvenience.

    Also, I neglected to mention this, but the cutscene doesn't stall. Just first left click on the dialogue box and then right click, and repeat. Just in case you haven't figured it out yet. For some odd reason, one button simply skips to the end. Probably the same thing that caused the pause problem.

    Edit: You know what I just realised? The fact that I didn't put in so many animations into Ashe and Sonic is a freaking LIFESAVER. It's easier to copy over the animations.

  • Yeah, I have noticed the collision thing, and the box thing definitely makes sense, I'll make use of it. Thanks. Would a container be ideal for this?

    Also, how do you make use of sub-animations in events? I don't want to have to use "*Character*Move" and names like that constantly.

  • ... Wow, I hadn't thought of that, that was the same sort of thing that stopped my cutscene from working with just one button press... And sub-events, gotcha.

    Regarding the platform stuff: Huh, I never thought of that. I guess I'll take your word for it, then... I'm a complete beginner, so I expected to make mistakes.

    Edit: Curses, same technique doesn't work for the cutscene. Shame.

  • G'Day. With my WIP platformer, I have a few problems... Okay, four.

    Here's the cap file.

    This topic has more details on what I'm working on, as well as controls and stuff.

    • Firstly, going between rooms. Each "exit" uses the "Doorside" variable, which switches between 1 and 0, depending on which side of the door the character is supposed to be on. However, going through the first door, which is supposed to change the 0 to a 1, doesn't change it, rendering all the other doors unusable. I'm stumped as to why.
    • The "test" room has a WIP pause menu that works by pressing "P", which drops TimeScale to 0 and makes the menu pop up, and when the button is pressed again, it goes back to normal. When I press P, nothing happens.
    • Julius, the most "complete" character, has a slide move. It works, but his animation quickly goes back to crouching mid-slide.
    • As well, Julius, when he is supposed to attack, only does so when I'm screwing around, jumping and stuff. As for the attack itself, I realise the way the whip spawns isn't very good. Anyone got any suggestions for a better method?
  • G'day. This little project is something I'm planning to do for my Multimedia major, and right now, I'm using my time to get a proper feel for Construct and get a platforming engine in general done. Let me give you an overview of what I have right now, and what I have currently planned.

    <img src="http://img124.imageshack.us/img124/6867/firstscreenshotwu2.png">

    As you can see, it's a platformer fan-game (the fan-game part is mostly because I'm no artist), I'm going for a Metroidvania style. What has been implemented at the moment:

    • Multiple characters - Julius Belmont, Ashe, Sonic (though the system used to implement this may not be so sound, Ashe and Sonic don't have full animations since I'm leaving that till later)
    • Crouching (Albiet not exactly that good, and Sonic's crouching doesn't animate fully)
    • Sliding for Julius (Doesn't work that well, animation-wise)
    • Attacking for Julius (the method I've used... Isn't working too well, and there's something stopping him from attacking most of the time, Ashe and Sonic will be easy as heck to do, though)
    • Movement between rooms (doesn't actually work beyond the first room due to a certain variable not changing at times)
    • Sonic Rush Adventure-style cutscene (though it forces you to alternate between left and right clicks, I haven't figured out how to do it otherwise)

    And there's supposed to be a pause feature, but that doesn't work either.

    Intended features:

    • More characters (Wario and Rayman come to mind)
    • Enemies (Anything that doesn't need multiple parts, unless there's a method for that)
    • Interactive NPCs
    • HP, MP, upgrades and all that jazz

    It's not much, and I've kinda hit a brick wall with the room changes, and I seriously need to re-do Julius' attack, but... Of course, this is early days, I'm new to Construct, but what the heck, I can always ask you guys for advice when I need it, eh?

    .cap file for "version 0.01"

    Edit: Oh, bugger! Controls!

    Move: Left and right arrows

    Jump: Shift

    Crouch: Down arrow

    Slide (Julius): Down+Space

    Attack (Julius): Control Left (Don't expect this to work without much messing around)

    Cutscene controls: Alternate between left and right clicks

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Candescence

Member since 6 Dec, 2008

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