SullyTheStrange's Recent Forum Activity

  • If I'm understanding you right, you could do it much more simply than that. Have an invisible box that serves as a checkpoint, with a private variable that says which checkpoint it is (first, second, etc). Then have a global variable that keeps track of the last checkpoint you overlapped. Then, when you die, check the global variable and spawn your player at the checkpoint equal to the stored number.

    Sound good? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • There's a handy (yet somewhat hidden!) expression to access the index of the outer loop when inside a nested loop. You can say loopindex("name of loop") to access the index of a specific loop. You should be able to do what you want to do using that!

  • I can't remember exactly how it works in Sonic, but one way to get a character to have a sliding animation is to check like this:

    Right Arrow is down

    Player.Platform.VectorX < 0

    Set animation to Slide

    Left Arrow is down

    Player.Platform.VectorX > 0

    Set animation to Slide

    If you want it to be more specific, such as only sliding while turning at VERY high speeds, simply modify the 0 in both of those checks to whatever you want it to be. Just remember that when you're heading left, VectorX is negative.

  • Yeah, "simply." It's hard for geniuses like Kyatric to remember what it's like to be as lowly as us. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Hey all! Just wanted to let you guys know something kinda cool. I'm taking a course in college that revolves around stuff like php, AJAX, databases, cool stuff like that -- and we have to give a presentation about a related topic at the end of the semester. Me being the I-don't-wanna-present-on-boring-stuff person that I am, I picked C2 for my presentation. I'll whip up an example of how you can integrate these things into game design for high score tables and simple things like that.

    If you guys at Scirra see a sales spike around the beginning of December... you're welcome. Just sayin'. <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • Can't wait to see what you're putting together Ash -- even as an experienced platformer user, I still find some new useful tips from stuff like that. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • This sounds like it would be amazingly helpful for allowing users to customize controls during runtime. Thanks very much. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Very cool, very cool! One of the hardest things for beginners to nail down is a good animation system, and yours is looking great so far. Keep it up. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Haha, thanks, didn't catch that! Works perfectly now.

  • Perhaps we can look in to an official EXE wrapper after all. But if the problems of HTML5 get fixed soon, what's the point?

    So try looking at it from my point of view: the way things are going, an EXE wrapper around HTML5 provides some disadvantages, and no advantages.

    Steam isn't an advantage? <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I'm not sure exactly what I did differently from my previous suggestion, but I put that in and it works now. <img src="smileys/smiley17.gif" border="0" align="middle" /> Reuploaded it for you:

    db.tt/i3G5Ey7o

  • Perhaps you're spawning it on the wrong layer, then, if your layers have different parallax values. I can only offer blind guesses, unless you post your capx for us to look at. <img src="smileys/smiley5.gif" border="0" align="middle" />

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SullyTheStrange

Member since 26 Jan, 2011

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