Player overlaps solid object > Player Position.Y=Self.Y-1
Also make sure that the collision detections are ok for objects and player (sometimes things change when you resize sprites and such in the editor)
Unfortunately, this is probably something that you're going to have to make a quick prototype yourself and test out. I don't think there have been any large-scale rpgs like that for mobile devices made in C2.
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— Holy Cow! its been way to long since I've checked out this thread. I'm trying to play a little catch up. But man, I had to chime right in with kudos on this image you posted... tystatic.com/files/FishingEngine/Screens/MS_Catching_Sequence.png Brilliant use of color, shapes, and style. I absolutely love it. Bravo. Now I got to go pour me a cup of coffee and catch up on some more of the other new creations in this thread.
—
Holy Cow! its been way to long since I've checked out this thread. I'm trying to play a little catch up. But man, I had to chime right in with kudos on this image you posted...
tystatic.com/files/FishingEngine/Screens/MS_Catching_Sequence.png
Brilliant use of color, shapes, and style. I absolutely love it. Bravo.
Now I got to go pour me a cup of coffee and catch up on some more of the other new creations in this thread.
Thank you. This one is for you -
<img src="http://tystatic.com/files/FishingEngine/Screens/ml_fishboat.png" border="0" />
Edge Grabbing Example
Can definitely be tweaked but it's a general idea. Increasing the collision offset gives more leeway to grab on. You can also walk off an edge and grab back on if you quickly reverse your direction in the air. Should be able to grab on while both jumping and falling.
You could have a condition stating if the player was overlapping a solid on an offset, to turn off it's platform behavior.
I'll try to upload a cap later today when I can. Managed to do it without using any extra sprites other than the player and collision.
— amazing work, so much detail. Like how the trees frame the scene, and the depth.. so much to see..
amazing work, so much detail. Like how the trees frame the scene, and the depth.. so much to see..
Thank you. Yep, this was made for a gamepad, pretty much.
Finally putting together the assets and color palette together. Lot of different stuff going on here, will talk about it hopefully in a devlog soon.
Mystic Lake - Catching Fish
<img src="http://www.tystatic.com/files/FishingEngine/Screens/Player1Run.gif" border="0">
Everyone and their mother wants to create multiplayer games, but it's still a bit too early. Voted for tilemaps since it would be a massive increase to workflow, but modularity would be very helpful to other contributors in this forum.
Do you read minds? I was literally going to start working on a fish simulator today, and now a ton of the work is already started and functional. Thank you!
It may be easier to define the platformer controls yourself rather than using the default, and then toggle a variable to change.
For ex -
Player variable=1, key left - Player:Move Left
Player variable=2, key left - Player:Move Right
I was trying to work around this problem yesterday. Wondering if it only started happening in R120, since I hadn't noticed it before..hmm..
Sounds like RexRainbow's cooldown plugin would help out in this situation. When cooldown activated, add or subtract 1 from a variable so the bullet alternates.
Member since 4 Jan, 2010