untune's Recent Forum Activity

  • Knytt and Knytt Stories were both great for their simplicity, for the different take on the platformer (ie, exploring and puzzle solving, no combat to speak of) and the fantastic music really created an atomsphere despite the retro style graphics

  • Great stuff, You should be in with a really good chance with the competition, how long left until the deadline?

  • Haha, this looks incredible! Looks like you've got a lot of things implemented so far and it works nicely. Any plans to release a cap for this? I'm sure there are a ton of things in here that people will find useful (inventory, platofrming, world building, AI etc)

    Keep up the good work, can't wait to see more!

  • Great stuff, feels really efficient and solid

  • There are some good examples of state based platform engines on the forum that will probably help to solve this. Do a search for those terms and you should find them fairly easily, one was by Minor, the other was by another member (forget who) but I think it was called 'Super Platformer' or something like that. It was much more complex and used the function object but was very impressive

  • Sorry lucid I didn't even look at the event sheet, I should of seen that myself <img src="smileys/smiley29.gif" border="0" align="middle" />

    I had to change the size of the application/layout, and I had to set the position of the character with the Spriter plugin so it was fully visible in frame but it works!

    Great stuff <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Should be fun to play with <img src="smileys/smiley1.gif" border="0" align="middle" /> Don't know if it's just mine, but the cap example crashed when it was run (I just got a huge white window and couldnt see anything and when I tried to move it, it terminated)

    Also the exe example, the character was floating above the platform

  • Great stuff, looking forward to it!

  • Yeah I rushed that a bit last night, try this updated one. Could do with some tweaking and improvement but hopefully it gets the general idea across

    Platform Throw 2

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  • I'm not sure if the 'mirror' attribute also mirrors your action points. The alternative would be to turn mirror off and manually create the opposite angle animations and position the action point manually for each frame. I'm not 100% sure how it works. Do you have 'Auto Rotate' set in the platform behaviour? Not sure if that makes a difference either.

    Only other alternative I can think of is maybe have two points, let's say 'WeaponL' and 'WeaponR' then have events such as Sprite: Angle = 0 -> Set Gun position to point WeaponR, and Sprite: Angle = 180 -> Set Gun position to point WeaponL

  • Sorry about that, posted the link incorrectly. Works now - mine and Draven's are practically the same though haha, so I don't know if it'll be of much use! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Platform Throw

    Crudely put together (it's late) but is that what you had in mind?

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untune

Member since 17 Jun, 2010

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