brent_hamel's Recent Forum Activity

  • ...if the above link doesn't work for some reason you can also try...

    youtube.com/watch

    thanks again!!

  • Ok, ok... so Fireskies Studios is really just me and a few friends, but we're building a Mega Man fangame in Construct Classic (hurray!) and we've just made our first gameplay video on youtube!

    youtube.com/user/FireSkiesStudios

    This project is coming along very nicely and I've had some very helpful advice from members of this forum, so I wanted to show everyone what that advice was helping to achieve, so please feel free to watch, comment, or even (gasp) subscribe lol, we can use every bit of support!

  • SOLVED!!!! Good GOD THANK YOU!!!

  • so the only problems now, are that if the player presses shift to cancel while still holding down, then the slide is started over, extending it for as long as the player wants. The only way to truly cancel the slide is to press jump by itself, and unfortunately this is wrong as this is a fan game that is emulating a pre-existing engine. Any ideas?

  • so you're saying I need to make the slide cancel and the slide init the same event... brilliant! I'll give it a try, thanks R0J0

  • been there, done that I'm afraid

  • In my current project, I have the ability to slide in place, when you hold down and press the jump key (I'm using platform behaviour) the player has control removed and is moved, with an automated system, a set distance. At any point, however, the player needs to be able to hit the jump key again to jump straight up, cancelling the slide altogether. I've got everything working, except one thing. For whatever reason, Construct seems to like to see the first single Jump press as a trigger for both the slide and the cancel, thus holding down and pressing jump makes the player jump... But it only does this the first time, when down and jump are pressed again, the player slides properly. However, if the slide is left to finish on its own, then the next time the player goes to slide, they'll jump first and have to trigger the slide again, but if the player cancels the slide, then they will slide properly the next time on the first try. I've spent 3 days trying to work this out and have gotten no where, any help would be GREATLY appreciated lol.

  • SOLVED - it seems that having the angle range set to 360 wasn't good enough, the second I set it to 720 (don't ask why I thought to try this) it seemed to work properly

  • In my engine, I've got the player_obj using platform behaviour, and then I've got the enemy_obj using platform as well, and LOS. Everything works fine, except for the LOS, it only seems to see the player when the player jumps into the air. Any ideas? It doesn't matter what I do with the obstacles within the LOS behaviour, it still only sees the player when they jump...

  • I want to use TimeDelta to subtract from a private variable as a timer, what is the best way to impliment this?

    Nvm, solved it myself, if I use Always and then subtract an amount * timedelta it seems to work

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  • Already been there and done that I'm afraid, I'm almost positive it's the wait object throwing off the picking. I'm thinking of maybe having a private variable for the object that acts as a count down timer instead. More work for me but hopefully less buggy.

  • Ok so this is somewhat unrelated to the platforming mentioned in the title, but it's part of the same project, I have an object that performs certain behaviours that are timed with delays when the player has entered LOS, yet, when there are 2 instances of that object on screen, if only one has LOS, it will perform actions such as frame changing and msgbox by itself, yet other actions, such as setting horizontal speed or spawning objects get performed by all the instances...help? Is this some kind of picking error? Or does the delay plugin screw up the way construct performs certain actions?

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brent_hamel

Member since 31 Dec, 2009

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