mindlessmalk's Recent Forum Activity

  • The problem with turning my walls into non solids is that the player just runs right over them. I actually got the logic for one working well... except for this strange "teleporting" thing. Is there anyway to detect the solid intersect event and reroute it?

  • That is an interesting idea. I am going to try it out.

    Thanks!

    Nate

  • Hey all,

    I am working on the classic platformer scenario when the ceiling is coming down and the floor is coming up and you are stuck in between. I want a crushing event of some sort. My player box is about 128px tall by 64px wide. I have three types of crushers where the ceiling comes down, (like in Mario) where the floor comes up, and where they both come together. I am controlling the moving crushers using Custom Movement. But, without a crushing event my playerbox gets teleported to a safe area instead of being crushed.

    Currently i just deal with the teleporting problem as a temporary glitch. I think i can keep it from happening, i am just not sure how. I also have the same problem when my player is crouched and enters a lower area. If you release crouch then you teleport to the nearest solid play area. Its actually kind of neat, but it can be unpredictable.

    I would like to give the player a bit of squish as the ceiling closes in, say 10px smaller than their bounding box. Then, after that point the player is crushed and killed. The bounding box is linked to crouching too so when he is crouched he should still be crushed. Maybe i could even force the player to crouch if the area is too small?

    I am trying to find a good way to do this, and they all involve specific Y positions for every crushing object, along with a death zone trigger within the crush region. So basically if the player is in the crush region, and the Y position of the crushing block is beyond a certain point, then kill the player. I have to manually figure out for the Y position for each crusher. I want to find a way to use a single crusher object and just copy it. Now I am creating unique objects and writing specific events for each and every crusher. It works... but it is clumsy and difficult to manipulate.

    Has anyone else done any work with crushing???

    Anyway, any other input would be very useful!

    Nate

  • No I got it...

    I just scaled my game layers and left the HUD scale as it.

    My scale rate was already set at 0%.

    Thanks:)

    Nate

  • I am running on a windows 7, 64bit machine. But I couldn't upgrade, i am still working fine with v 99.62. try back tracking and see if it helps. I am not sure where to find older versions, but i think i still have the install file if you need it.

  • Hey all,

    I have a trigger in a platformer that will zoom out the display. I immediately noticed this zoomed out all of my layers. How can I keep my HUD layer the same while zooming out all others? I need the zoom out to show the scale of the boss at the end of the level.

    Here is what I have so far. I made sure to make the zoom trigger large enough that the player is forced to be in it long enough to achieve full zoom out.

    Uploaded with ImageShack.us

    Thanks! Nate

  • Cool Thanks!

  • Well I actually made the minigame first, then as an afterthought wanted to add it to the game. I am planning a few other little hidden games like this, and I will make them all in new layout under the same application.

    Is there any easy way to copy/paste everything from one application to another? Can I copy/paste an entire layout?

    What is the "layout object" that you are talking about? I thought everything was built in a layout. Is it something different than the main design screen?

    Thanks everyone for responding!

    Nate

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  • Hey everyone!

    I have created a minigame as an easter egg for my main game. I created it as a separate program in construct, and now i am wondering how to bring it into the main game so that when the player gets to the easter egg spot the minigame will launch.

    Any ideas?

  • Beautiful! That works like a charm! It allows me to maintain data in my INI and still reset the level! Perfect!

    i will post a cap soon, but I am trying to hold off until i really have a decent playable version, until then I will just try to explain my problems the best that i can. I knew I was just missing something obvious!

  • Hi everyone!

    I am having on hell of a time figuring out this save game thing. From what I have read others have had the same problem. I am have a simple system by which a player has 100 health, then once it reaches 0 the death sequence starts. At the end of the death sequence the program saves all the stats, including the loss of one life, to an INI file. All of this works fine.

    My problem comes when trying to get the player back to the start of the level so they can try again.

    So I have a savegame that saves right when the layout starts, then an INI file loads in the previous stats including the players previous score and number of lives left. When i get to the death sequence and i try to load the game, it seems like the savegame also saves the state of the INI file. This is killing me! Can i save the state of the game, and somehow save external variables elsewhere? Is there something else I am missing? Does anyone have a good save sequence that works?

    I have tried NOT using save/load games and just teleporting the player back to the start with fresh and updated stats. This actually gave the effect that i wanted, except the level state does not reset (broken cubes are still broken, doors are closed and locked etc.) I am not trying to let the player save progress, i just want to use the save to get the player back to the start of the level and not have to manually reinstate each and every object that has been altered. It is super buggy if i do it that way.

    Any ideas would be greatly appreciated!

    Thanks!

    Nate

  • Hey deadeye, could you elaborate a bit more for me on the crushing event? I am in the classic scenario when the ceiling is coming down and the floor is coming up and you are stuck in between.

    Currently i just deal with the teleporting problem you mentioned as a temporary glitch. I think i can keep it from happening, i am just not sure how. I also have the same problem when my player is crouched and enters a lower area. If you release crouch then you teleport to the nearest solid play area. Its actually kind of neat, but it can be unpredictable.

    I would like to give the player a bit of give as the ceiling closes in, say 10px smaller than their bounding box. Then, after that point the player is crushed and killed. I like to find a way to go off of the player box so that i can allow the player to crouch in really tight situations, but still be crushed while crouched.

    Anyway, any other input would be very useful!

    Nate

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mindlessmalk

Member since 23 Aug, 2010

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