SullyTheStrange's Recent Forum Activity

  • Do you know why that would happen? Outside of restarting, it isn't giving me any problems, I can play it all I want without a single error. But apparently no one else can open it...

    Maybe I'll just send a bug report and see if they can't figure it out. If not, then... I dunno, copy and paste as much as I can to a new cap and see if that fixes it?

    EDIT: Turns out the file's too big... grahhh. Guess it's the latter option, unless anyone has a better idea.

  • I found a method of doing this through searching, the "System: Go to [name of current layout]" thing, but whenever the player dies it crashes instead of restarting.

    Okay, the layout's called "World 1-1", and it only crashes when I put THAT as the name. When I put "Layout 1", it doesn't crash, but it doesn't actually restart, either -- it just sits at a black screen. Maybe I'm making some really stupid mistake here (most likely explanation), but would anyone mind taking a look?

    http://dl.dropbox.com/u/19702035/mariosonic5.cap

  • Oh, and I just thought of a somewhat related question that I might as well ask here: is there any problem with using a combination of Platform behavior and Custom movement? All this jumping and landing stuff would be taken care of by the Platform behavior, but I'd make everything else -- speed/acceleration and whatnot -- custom. Would that work out if I did it right?

  • Really? Weird, that's the only thing that HASN'T been giving me problems. Try it again, I uploaded a slightly newer version(same URL).

    Now I've figured out a way that makes sure he always lands evenly with the ground, but it only works for the ground, not platforms -- there's no mystery why, but I can't come up with anything else.

  • I'm making a Mario game with custom movement, and I've run into an issue with landing. This is a small problem, but a bothersome one: I have it so that when he overlaps the ground at an offset of one pixel above, it sets his vertical speed to zero, but he almost always ends up one or two pixels into the ground.

    It's never constant, though, so I can't just fudge the collision offset until it works. Obviously, I need a better way of telling when he lands and how to keep him even with the ground, but how?

    .cap: http://dl.dropbox.com/u/19702035/mariosonic4.cap

    EDIT: New question from a few posts down: is there any problem with using a combination of Platform behavior and Custom movement? All this jumping and landing stuff would be taken care of by the Platform behavior, but I'd make everything else -- speed/acceleration and whatnot -- custom. Would that work out if I did it right?

  • Quick question, hopefully a simple one -- is there any way to make a character flashing/blinking WITHOUT making an animation with every other frame being blank? That isn't too hard to do, but... as you can imagine, it's a lot of work. I'd rather not do all of that if there's an easier way.

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  • Instead of moving the block, how about you just animate the bounce? You can keep the collision mask in it's place then.

    Wow... No idea why I never thought of that before. I was about to run ahead and start animating that, but I see the complicated route's already been done for me -- thanks a lot, TecmanX, that works perfectly.

    One question though, Tecman... can you explain exactly what you're doing with the Set Y to .y - (100*TimeDelta) part? Some crazy stuff is happening when I try to do something else with ItemBox, and I think it might be because I don't know what that bit of code means.

  • I'm making a Super Mario World game, and one element I'm having trouble replicating is the floating ? blocks.

    For those who don't know what those are, they're, well, floating blocks with ? marks on them. They're solid, so Mario can stand on them and can't go through them, and when he jumps into them from the bottom they bounce up a little bit and then go back to their original position.

    I've tried a couple different ways of doing this, from assigning the block Platformer behavior and having it jump, to making it a ball and trying to get it to bounce, but none of it seems to be working properly. Any ideas?

    Here's the .cap if you want to play around with it:

    http://dl.dropbox.com/u/19702035/mariosonic3.cap

  • Go to your Mario sprite object's properties and uncheck 'center view on me.'

    Wow... it really was that simple. Like I said, me being an idiot is always a possibility. Thanks a bunch!

  • "Follow" was already checked, so I guess it's something else... Maybe it has something to do with the size of the window/layout or something? I dunno exactly how it works.

    http://db.tt/xs7QAqi

    Ignore all the strange stuff, this game is in the waaay early stages. I figured I should get the camera worked out before I get too far into making it. If you run it with MagiCam implemented, it looks really weird, too, since it's refusing to bind to the layout. It normally, well, doesn't look like that.

    Thanks for taking a look.

  • Yeah, they work perfectly. Which makes it all the more strange why I can copy those events exactly and get, well, nothing.

  • I don't know what the problem is, but I can't get ANYTHING working. I installed the plug-in and created the camera, but absolutely nothing else I change has any effect in the game. I give the camera coordinates, and it ignores them; I tell it to bind to the layout, it just doesn't; I follow your exact events to have it follow ahead of the character, and it won't... I don't know what to do, it just hates me for some reason.

    It's always possible that I'm just an idiot and I'm doing it wrong, but this is getting really frustrating either way. Any suggestions? I'll keep playing around with it and see if I can get SOMETHING to work...

    (using Construct 0.99.96, by the way)

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SullyTheStrange

Member since 26 Jan, 2011

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