RhapsodyInGeek's Recent Forum Activity

  • I guess I don't have too much of a problem because I keep my tiles relatively small, in the 16x16 and 32x32 ranges mostly. I also only use the Sprite tile method for details like corners or props or things like that, and use Tiled Background for any repeating tiles.

  • I personally use a combination of no-collision Tiled Background objects and a Sprite object with animation speed set to 0.

    For the Sprite object, you only need one and can load up all your tiles as frames in the default animation. With the animation speed set to 0, you can set the start frame on each instance of the object to whichever frame you want, and then construct them as such.

    I like to use a separate Tiled Background object for collisions in order to have more control over my level creation. I set the Tiled Background to be invisible and then have the box collision mode on, since it's cheaper on memory to do so (or at least it seems that way).

    Don't take a shortcut and try to use large image files as levels, though. It's also generally good practice to have your images in powers of 2. You'll be able to save a lot of memory that way.

    That's just my personal method on level creation. I'm sure you'll find vets here with far better methods, depending upon game types and all other kinds of variables and such.

  • Wanna post an updated .cap?

    I know I had a little trouble working with it at first, but that was because of an oversight really.

  • I played around with a Mario style game, too. Pretty good for practicing in Construct.

    This post here should help you out with Mario jump physics:

    Good luck!

  • So I've got a problem.

    I have an inventory set up in my game. Works pretty well. Including an equip menu.

    Basically, the Equip system is a drag and drop. There are 3 Equip types: Weapon, Armor and Accessory. You drag and drop the equipment onto the equip slot and everything auto updates. Works great. Except for one problem.

    The Mouse Over action doesn't seem to have any affect on the ItemAccessory family. I know it's an issue with the family since I tried putting the accessory into the ItemArmor family and it detected the accessory, but moving an armor item to the ItemAccessory family caused detection to fail for that item as well. It's as if collision detection is off for the ItemAccessory family, but as far as I understand the Mouse Over object doesn't care about collision detection, right?

    I dunno, here's my cap if you need a look through.

    http://dl.dropbox.com/u/20459682/eclipse.cap

    If you press the equip button on the HUD bar you'll open it up and can drag and drop the equipment. All the code for Equipment is in the HUD Event Sheet.

    Help me, devs, you're my only hope!

    EDIT: Fixed a few bugs in the .cap so that the equip system properly updates item slots. Still having the ItemAccessory mouseover bug, though.

    EDIT2: Well, I ended up just removing the family altogether and creating a new one and recreating the events. Works this time, dunno what the issue was last time. Oh well.

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  • The sound issue isn't something I can be changed through the the MagiCam plugin, but rather something that would have to be changed in the XAudio2 plugin. However, if your game's timescale never changes from 1, you can just untick the "Timescale audio" box in the XAudio2 properties as a workaround.

    Boy do I feel sheepish! Worked like a charm. Totally forgot about that option on XAudio completely. Thanks for the heads up, and thanks again for the plugin!

  • One other improvement I can see for this would be to set it up so that you can select audio channels that don't pause when you have the "Pause During Scrolling" option enabled. That way things like music or certain ambient sounds don't get halted briefly during the grid scroll switch while the rest of the game does. Would something like that be possible?

    Even if it isn't, this is still an incredible plugin. Thanks!

  • Smarter idea. Good call. Everything's working pretty well now, at least as far as being a beginner at this goes.

  • Actually, after a few more tests, it would seem that none of the controls are registering. After taking out the walk condition altogether and then changing "Move Down" to "Move Left", etc..., it would seem that none of the controls are registering for Mario. Which is weird, because my custom controls register for a title screen conditional but not a sprite update conditional.

    Also my control events are set up just about the same way as Deadeye's Platform School tutorials, and his work just fine. Plus with my title screen utilizing a custom control it makes me think that maybe it's something that I'm doing wrong and not Construct.

    Edit:

    Boy do I feel sheepish! I needed to copy the MouseKeyboard object over to each layout I wanted to use it in. Now it's working like a charm. Thanks for your help anyway, guys!

  • Hi. New here, just got into this program. Playing around with it before I do any serious projects on it, making some practice games and such. I'm really liking Construct so far, though, among the best creation tools I've played with, and very easy to get the hang of compared to some alternatives. I've been looking through the Platform School tutorials by Deadeye, and they've helped out a lot.

    Of course, I wouldn't be in the help forum if I didn't come across a snag. I've been trying to come up with my own custom controls. I've set up "Action 1", "Action 2" and "Action 3" as additional custom controls. "Action 1" is bound to "Shift".

    My current guinea pig is the beloved Mario, currently in the form of a sprite with platformer behavior. I opted to go this route instead of the invisible player with sprite attached route because I could edit the collision masking with no issues at all.

    I also have an event page called "Controls" that is used as an include on the game layout's events. The "Controls" event page looks like:

    <img src="http://img267.imageshack.us/img267/2231/marioevents.png">

    The problem is that the "Control is down" conditions aren't working for this event page. I have a title screen layout ask for that same "Action 1" to be pressed, and it detects it there to move it on to the next layout, but it won't work for my sprite controls. The only things that work are the standard standing, walking, jumping, and falling animations. The control inputs, no dice.

    So, more-intelligent-folks-than-I-am-clearly, what am I screwing up? Forgive me if this has already been answered but after searching a few hours for the answer I have come up short. So please... help me Obi-Wan Kenobi. You're my only hope!

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RhapsodyInGeek

Member since 3 Oct, 2010

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