SullyTheStrange's Recent Forum Activity

  • Alright, new question: I'm trying to get my camera to behave exactly like Super Mario World's, but there's one part of it I can't get right. It operates the same as MagiCam using margin scrolling, except when SMW starts scrolling, it moves ahead of Mario so roughly 60% of the screen is in front of him.

    I can set it up one way or the other -- it can follow him using margins, so that there's an area in the middle where there's no scrolling, or it can follow 60% ahead of him. I can't really find a way to combine them the way I want to. Any ideas?

  • Do you mean literally nothing at all happens? If so, then... well, I have no idea what's wrong.

  • ... Like I said... I'm pretty new too. >.>;

  • I never played Resistance 2, actually... I beat the first and just, well, never got around to the second. Now that there's a third one I better get to it!

    Alrighty, after messing around with a bunch of things, I think I found the problem. (Emphasis on the word THINK, because like I said, I'm new here too, and I certainly don't know my way around Construct as well as some of the other guys. )

    But, I THINK the problem is that the game is treating both enemies as a single object. You should find some way to use families or containers to group the gun and the tank together, too -- on the second layout, see how when you blow up one tank, the other tank's gun vanishes? It isn't distinguishing between them properly, which might be leading to this problem. I haven't worked with that stuff yet, so I can't really help any more than that... hope it's enough to get you going. If it isn't, sorry!

  • You're quite welcome, awesome... Greek mythology fan?

    I'll take a look at the cap and see if I can get it working, hopefully won't take TOO long...

  • From the "Layers" tab in the editor, click one of the buttons that look like a page with a green arrow on it -- the one with the arrow pointing down makes a new layer beneath everything, the one pointing up makes a new layer on top of everything.

  • Ohh, really? Well... the problem could lie elsewhere, then, because you're right in saying there's no reason it wouldn't work.

    It'd be a lot easier to help you if you posted the .cap file so we can see what's going on. I see you're new here, so you should make an account at dropbox.com where you can upload your files for easy access. You can use this link if you want:

    http://db.tt/ptX6QWs

    I'm pretty new myself, and it was confusing for a day or two before someone actually explained to me how to share .cap files. All you have to do is download and install the... uh, dropbox thingy, and it'll create a folder for you where you can put a file you want to share. Then, you can go to the website and copy the public URL for the file and post it here, so we'll be able to download it and help you out. Hopefully this'll spare you the same confusion I had!

  • You could have a global variable act as a counter for all of the Enemy1 objects. If there's a set number of them, set the counter for that total number -- if there isn't a set number, add 1 to the counter each time they spawn.

    Likewise, subtract 1 when they're destroyed. If that works out right, the counter should hit 0 when the final object is destroyed, which is when you can continue with the level complete action.

    That should get the job done, let me know if it doesn't.

  • What I need help with is nothing more than tweaking with gravity and jump strength and all that good stuff... I've been at it for two hours straight trying to get the physics work as close as I can to Super Mario World's, but it just isn't working out, even when playing the real game side by side for comparison. I have no excuses -- I'm just not that good at it.

    If anyone happens to be 1) awesome at tweaking all of these values and 2) pretty familiar with the feel of Super Mario World, I'd be eternally grateful if you could take a look and see what I'm doing wrong.

    http://db.tt/H1yhR66

    (Once again, some people have been having problems opening my caps... If that's still an issue, then don't worry about it. Thanks for trying )

  • Wow, that's absolutely perfect. Thanks a bunch!

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  • In my Mario game, you have a normal jump and a spin jump, which are more or less the same thing with a different animation and a different button to activate it. When I first implemented that, I left it simply as when V (spin jump button) is pressed, Mario: Jump, with the normal jump handled by space. That's worked for me until I reworked the jumping to use jump sustain -- now, when you press V to spin jump, it won't sustain because you aren't holding down space.

    There might be other ways to fix this, but my first thought was to have Jump activated by either space or V, but when I set it that way, neither one works. How should I handle this?

    (I'd post a .cap but apparently people are having a lot of trouble opening it. Doesn't seem too important here anyways)

  • Too big? the file is 332 kB. That is tiny! O_o

    I tried resubmitting the report and now it went through... No idea what happened before, but it definitely said it was too big. >_>;

    [quote:3j072uvj]I'd suggest reinstalling Construct and then redo the events in a new cap (I'm pretty sure copy+paste events between caps still doesn't work).

    If they can't come up with a solution, I guess I'll have to...

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SullyTheStrange

Member since 26 Jan, 2011

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