AfterShock's Recent Forum Activity

  • That's an easy one

    Global encounterChance = 0
    Global maxChance = 10
    tallGrassColl | On collision with Player Col
       System | encounterChance < maxChance  -> add 1 to encounterChance
       System | random(maxChance) < encounterChance -> Go to Brawl

    I think it makes more sense to start from 0 to go to maxChance...

    so basically you will have encouterChance/maxChance ... Chance of encounter :D

    Thanks it worked!

    But there is still the problem of having a select amount of Pokemon for each grass and randomly choosing from it.

  • I want to create a game with a similar overhead view as Pokemon Fire Red but platform battles like those in Super Smash Bros. I've tried creating tall grass with a custom list of Pokemon that could be encountered and then a Pokemon from that list is randomly chosen and goes to the brawl layout. Also this only happens after a certain amount of steps, I've tried to set it up so the more steps the more likely you will encounter a Pokemon.

    Download by clicking "Download Original"

    So how do I get my players chance of encountering a pokemon to increase the more steps he takes, and how do I make a random pokemon encounter selected from a list?

  • lol I guess it wasn't, thanks that fixed it.

  • I'm using the XAudio 2 object with autoplay for every sound, the events are in an event sheet called "main" that is included in the event sheet for both layouts. The sound works fine until the layout is changed.

    download

    Click on file then download original.

  • Well you need to sign in with your Google Account, but I'll post a media fire link.

    It looks very promising! I'm currently working on a similar project and studying your cap helped me a lot. Just wanted to say "thanx"

    Glad I could help c:

  • I've started a WASD + Mouse stick shooter just out of boredom. I've been working on it for about a week now, any comments, criticism, or help would be appreciated. I'm also trying to think of some sort of storyline right now.

    <img src="http://img30.imageshack.us/img30/6523/stickshooterscreenshot1.png" border="0">

    Download Cap from Google Docs

    Download Cap from Mediafire

  • The game would have been much more fun if it wasn't so laggy all time. It would run much faster (I think) if you made objects events only run if they were on screen. Otherwise the game was pretty fun, but it is weird how you immediately slow down when you grab onto a wall, you should decelerate a little. Also the graphics are not very good looking, but that's not as important to me as basic gameplay.

  • It would be easier just to have 2 particle objects.

  • What exactly are you trying to do?

  • What audio format are you using?

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  • + XAudio2: [negated] Channel 1 is playing

    -> XAudio2: Set channel 1 position to 10 seconds

    10 seconds is arbitrary, it can be any amount of seconds you like.

  • I was able to fix it by getting rid of the crouching variable and by saying when the down arrow key is down and z is pressed use the animation, it's more messy but at least it works.

    Here's the fix if you want to see:

    Download

    Also, if I may.. Link is supposed to have 3 walking frames, less friction, and pulls his sword back before and after attacking. You're also using the wrong frames for jumping. Aaaand you might want to make a 'base' or 'collision mask' for Link or he will get hung on ledges and stuff. Ok I'm leaving now..

    Thanks for the advice, I recently put in a collision sprite for link, but I didn't like the way link crouched before he jumped and landed in the original, also I made him a little faster and more maneuverable because it was just more fun to move around that way.

    Edit Edit:

    I downloaded your .cap and I couldn't figure out where you put the walking animation to play or link to stop moving when attacking or crouching.

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AfterShock

Member since 11 Jul, 2009

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