Joannesalfa's Recent Forum Activity

  • I'm going to disagree with:

    -Making the player backtrack through a giant world to get one thing, then travel through the whole world again.

    -Not having fast travel in a large game

    It's from some NES games, it makes us to burn our calories, being nostalgic and having faster reactions from our brains due to emotions.

    Easy games aren't good games.

  • Android Stock browser is old and broken.

    There an overrated and overused advice by Scirra: Download Chrome for Android.

  • R0J0hound Nice! I'm very sorry for .capx error.

    I never thought I would use "nearest pick" I'm almost satisfied but I couldn't figure out how to maintain the stand of enemy (Position Y) without throwing the enemies off the screen because it's japanese style beat 'em up game. More like a leap.

    I overhauled .capx with your method, there are 2 questions.

    1- What's good method to cancel grabbing when the other enemy attacked you?

    2- About throwing enemies without off the screen, Is supposed to use timer to disable bullet behavior and being thrown?

    If you have a chance to check it.

    Thanks!

  • You made a wrong condition because it's picking enemy to compare X to other enemy, not player. Plus you made inverted knockback.

    Go to event number 56, in comparing X of EyeSkeleton

    Change from X < EyeSkelly.X to X > Player_.X

    Remove Vector Y action, it's a bug how it goes to sky.

  • Bump, anyone?

    EDIT: I noticed this attachment comes .capx error.

    I reuploaded a fixed version, my apologies.

  • Is complicated?

    If you find it's too complicated but want to help, I would like to paypal you if you resolve this. PM me for further details.

    Thanks!

  • donelwero You could use old example called "Lighting" using layers and blend modes, then mix with ShadowLight as envirnomental background, I'm pretty sure it uses a lot of CPU.

  • Hey guys,

    I'm looking a flexible solution to make grab & throw enemies in beat em up game, my idea to use Pin object and disable enemy AI when it's grabbed, but the problem is I don't know how to make grab properly due to secondary conditions, I need to make throw to right or left according to arrow keys like:

    <- + Button: Throw enemy to left

    - + Button: Throw enemy to right

    Attack while grab would be helpful, I attached a .capx here including animations and some basic setup, well I deleted all my grab implementations in event because this logic is broken and worthless, I'm tired of doing it during like 17 hours to figure it out and couldn't find a solution.

    Could you help me?

    Thanks!

    EDIT: Reuploaded Capx

  • I'm glad Ashley has listened our petitions.

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  • 2048 x 2048 it's from official C2 export.

    1024 X 1024 it's hardware limit for older machines.

    Why C2 doesn't include 100% MIP mapping system? I know it helps to prevent unwanted jagged edges, but it doesn't deserve to be called MIP mapping.

  • czar I can see you use 2 frames as 128x64, it would go to 256x256

    Don't bother to make sprites as power of two just use smaller images like 100 x 50 then upscale in editor, let C2 export will work for you.

    This is the game I cited: http://biancagames.com/meloetta.htm

    if they honestly don't think it has "quality", then I am really hurt. I was really happy with that game and several others liked it and anyone who thinks it's "bad" has poor tastes. Not to mention it's simply that person's opinion, given that not everyone thinks it's poor quality.

    No offense, this game contains "Pokemon" word in screenshot, they would definetly refuse due to copyright, you need to learn about legal.

    Nintendo, is like dealing with a devil. I suggest you need to learn the advices from other developers who were accepted by Nintendo.

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Joannesalfa

Member since 8 May, 2011

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