SullyTheStrange's Recent Forum Activity

  • Well at least you learned something! <img src="smileys/smiley36.gif" border="0" align="middle" /> And yeahhh, it is kinda late. Didn't even notice that it's 4:25 AM over here until now, but I got nothing to do tomorrow except, well, this.

  • You mean you want to make it smaller as it plays?

    Make a new event, "Every tick", and "Explosion - 'Exploding' animation is playing" with the conditions "Explosion - Set width to Explosion.Width-1" and Explosion - Set height to Explosion.Height-1".

    You can change the "-1" to be bigger to make it shrink faster, or smaller to make it shrink slower. It might need to be smaller -- getting a pixel smaller every tick will make it shrink really fast.

    Hope that helps. <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • You mean you put ' "A"&"V" ' as the tag? I don't know too much about sound, since I haven't used it much (my game's silent right now <img src="smileys/smiley17.gif" border="0" align="middle" />), but there's probly no way to make that work. I'm not sure why you'd need two tags, so maybe I'm misunderstanding.

  • Wow, I didn't know there was some kinda rep requirement on that. I haven't used PM's since the forum change. <img src="smileys/smiley5.gif" border="0" align="middle" /> Anywho, you're very welcome, I'm always glad to help out. I'll be around if you need me, good luck! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Haha, nice. <img src="smileys/smiley4.gif" border="0" align="middle" /> I guess bullet works fine too, I didn't think of that.

  • Assuming all you're doing with the death sprite is falling straight down, you can use the Move (Distance) at (Angle) action to do the same thing just as well. Make sure to set the angle to 90 for down and you're good to go! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Construct Classic had an expression for platform objects that lets you set the "collision mode", which you could set to "none" and have it pass through objects. That hasn't been implemented in C2 yet, and as far as I know there's no other way to do it...

    However! My workaround is to have it as a separate sprite that ISN'T a platform object. When Alex dies, make him invisible and then set the new sprite with his dying animation to his position, then make it fall the same way he would've.

  • O.o

    I would never have thought to check that. Great catch, though! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Ohhh alrighty then. I guess you'll have to try it to see how it reacts. Best case scenario, it'll change automatically to accomodate the new sprite. Worst case, you have to re-export it for it to take effect. I've never tried. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • No prob, sorry I couldn't help with everything. Tell Alex I said keep up the good work. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • db.tt/51KuGhLu

    Alright, this took a while to sort out... At some point I just threw out a lot of it and redid it a different way. Rather than each enemy having a collision detector, I put a single one on Alex's feet -- that gets rid of the problem of trying to keep each one on each enemy. As for the two guys on the right walking straight into the pit... well, I have no idea why that was happening, but if you take out one of the two, it works fine. Hopefully someone else can come in and explain that. <img src="smileys/smiley5.gif" border="0" align="middle" />

    Now, I gotta ask... where are these sound effects coming from? I get the feeling you're recording them yourself. <img src="smileys/smiley36.gif" border="0" align="middle" /> Music's great too, did you make that?

  • Not sure what you mean by "changed at the url", but you could set the original dimensions to variables at the start of the first layout.

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SullyTheStrange

Member since 26 Jan, 2011

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