brent_hamel's Recent Forum Activity

  • Wow, thanks for the heads up!! Should be fixed now, might explain the lack of feedback lol, sorry everyone!!

  • Ok, so I have put together a To-Do list for the things that I know of that need tweaking/changing, but would still love some external feedback/input! Super pretty please?

  • Update: added a double jump feature to help avoid cheap deaths...

    Update2: added Tutorial balloons that appear when idle, added a progressive difficulty growth, reworked the sound engine (see PoisonPage's Sounds with Functions Tutorial!), added Pause, Mute (working on saving settings), some visual cues/new graphics, and a bunch of bug fixes!

    Update3: added custom loader, Fireskies branding and jingle, weapon/shield level indicators, 100 coin health refill/weapon level boost, Mute setting saves, and a few minor bug fixes.

    Update4: added 100 coin health refill/weapon level boost SFX, added high score SFX, rebuilt Shield weapon for player and enemy, a few minor bug fixes.

    Hey Guys, just wanted to finally share what I've been working on: Super Tobu Adventures!

    <img src="http://www.fireskiesstudios.com/wp-content/uploads/2013/01/Super-Tobu-Slide-Large-470x260.png" border="0">

    It's a simple vertical platformer that plays a little bit like a shooter. The entire game is controlled with the left mouse button, click to jump, hold to shoot. It may take a couple of attempts before becoming comfortable with the controls. I haven't put in any in-game tutorials yet...

    Access my dropbox here...(link has been disabled to do FGL sponsorship viewing rules)

    I'm starting to get ready to try posting this to FGL but was hoping to get some feedback first. We have this awesome community here and everyone always has such good input. There are some bugs I'm aware of that I'm currently working on, but nothing game breaking (that I'm aware of). I've also not taken the time to preload and reduce volume on the sounds, so not only will they not play immediately the first time, but they'll probably be loud, sorry about this everyone... I'll have that implemented soon, other things have just been more important so far.

    You play as Tobu <img src="http://www.fireskiesstudios.com/wp-content/uploads/2013/01/Ninja-80x80-idle.png" border="0">

    You rescue Tora <img src="http://www.fireskiesstudios.com/wp-content/uploads/2013/01/Tora.png" border="0">

    You defeat Barlog <img src="http://www.fireskiesstudios.com/wp-content/uploads/2013/01/Cyclopian-Crab-Samurai1.png" border="0">

    (or at least you WILL in the FULL version, this demo is simply a high score mode, no boss battle or story)

  • Create your sprite with your boolean, let's say "leftPunch", then setup your events like so...

    On key pressed |

        Is boolean instance variable set ('leftPunch') | - set frame 0

                                                                             - toggle boolean ('leftPunch')

        Else | - set frame 1

                 - toggle boolean ('leftPunch')

    That should get you started. "Is boolean instance variable set" only tests for true however, if there are moments when you specifically need to test for false, simply right click the condition and select "invert" this makes it a NOT condition. So basically, "Is boolean instance variable set (inverted)" = "If boolean is NOT true". Hope this helps :) Merry Christmas!

  • Using the physics behaviour when you're new to C2 or creating game logic can be tricky at first. When I need something that obeys gravity, but is easy to control and predict, I like to use the Platform behaviour, and have the object "jump" towards my target as soon as it's been spawned. That can be a little tricky to get working too, if you're really new, but it's still simpler than using the physics behaviour imo

  • Pinning makes the pinned object stay connected to the first based on relative position when first pinned, so if you move the item where you want it before you Pin it, it'll work perfectly

  • instead of pinning the gun right away, when they pickup conditions are met, first use the "Set Position To Another Object" action, that'll give you the chance to select the player sprite and enter the image point you made, then right underneath that action, make the Pinning action happen

  • I know for me, I have quite a few ideas on the use of raycasting beyond simple creating a wolfenstein or doom clone. Raycasting can be done through events, though it is definitely much slower than it really should be. While I can understand the hesitation to take the time to create a plugin for what could be considered a niche feature, at the same time, I can see it also getting a lot of use as well. But I'm not the one to code it, so I can't say one way or the other how complicated it would be to create or time-consuming.

  • This thread may get more attention if you posted it in the plugins section of the construct 2 forums, this is for construct classic, may have more luck if it's in the correct section :)

  • Hey guys,

    So I'm using an array to store tile data. The idea is that when I click in-game, I place a value in the area that then creates a tile on screen for me. The problem is that Trigger Once doesn't seem to want to work in a For Every Element loop... am I doing this wrong? Or should I be reporting this as a bug? I'm using r108.2

    Thanks for any help

  • No because there will be cases where there will be multiple instances that could be considered "nearest" at the same time, I need more precise control than that. I appreciate the reply however :)

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  • Just wondering, is there a way to call for the UID of an object I'm detecting at offset? As I understand it, Overlap at Offset only picks the object that is checking for the overlap, not the object overlapped as well, if I could return the UID of the object being overlapped, then I could make it work

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brent_hamel

Member since 31 Dec, 2009

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