podpathos's Recent Forum Activity

  • For some reasong icons are not shown, but you can click on the space where they supposed to be and call them.

  • I cant access Image point window in Image editor. Also there is no icon for the colision polygons(Release 63 - 64bit).

    <img src="http://dl.dropbox.com/u/37009800/2.jpg" border="0" />

  • I follow your way of creating grid movement but there is some problem with it. After one step is over and xMove is set to 0 again, sprite is back at the begining, or few pixels ahead. I cant find what is causing problem. Here is cap

  • Man, this is beautifull!!!

    Right from the start I gave up custom grid movement, because Im not so good constructor, but with this it's there. Then I try to figure out one function for all gravity directions for days and eventualy I gave up that too, and I do it manualy - I needed to see will the game concept work. Thanks again!

    Yes characters can jump, and each of them use Grid Movement Behavior. They can jump up, lef or right. Jump Up - 2 cells up and different animation is playing, jump from place left/right 4 cels horizontaly, jump from sprint 8 cels horizontaly (they dont fall if there is no ground until movement is finished). Think of Prince of Persia or Flashback style of movement. Character can exist only at one of predefined positions at time and its predefined set of states, and cant change that state while curent state does something, or can again in some of predefined conditions.

    If you are interested in some basic Flashback concept stuff you can find it here

    Thanks!!!

  • Solved - MovEnt.Value('Step')

    I did not know that it can be entered manualy...

  • I am trying to make grid-movement sidescroller. Player and enemies all use grid mevement behavior but with diferent settings... Beside of that Player can change direction of gravity, so same input can have diferent actions (vertical or horizontal, +1 grid size or -1 grid size), and some enemies can walk on wals. I can make each of this movements separatly, but I wonder if I can make something like one Global Movement Entity function, so that this function can be called from each object who have grid movement with different settings that are then sent to this function.

    If I include all moving entites in to family MovEnt, can I then do something like this:

    for enemies something like -

    Bad.X < Player.X --- set Bad.Value('Step') to 1

                     --- Call function "MoveHor"

    Player -

    Left Arrow is down --- set Player.Value('Step') to -1

                       --- Call function "MoveHor"

    ...and so on...

    On fuction "MoveHor" --- MovEnt: Move MoveEnt.Value('Step') horizontaly

    I cant access MoveEnt private variables in "move X steps horizontaly" field of MoveEnt grid movement behavior... Is there some other way to do something like this? (sorry for bad english)

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  • Here you go http://db.tt/Jwd2j39D

  • The combination of the first examples that Animmaniac sent and LOS. In this way one can get directional lights. Things can be improved even further by taking into account only the light whose position is changed ...

    tile-light+LOS

  • Thanks!Here is something different, new (2009), and unfinished of course.

    Unbearable Ease of Taking Headshots

  • I have a bunch of old songs (more than ten years old), I lacked the will, and I had no reason to finish them (they are a product of pure boredom) ... if the songs appeal to someone, I'll give him free (I am going to complete them), if I like that game(demo...). When it comes to the FX I stand fully available, without any conditions (except of my free time). I hope that they will find a purpose... (my english... is english?)

    there you go

    songs

  • My name is Nikola. My relationship with the games started with arcades - no one no longer remembers when. After that came the C-64, Snes, Pc ...

    I never made a video game, not counting that as a child I drew on paper the games (levels), and gave my friends to play, while explaining to them what was happening. For instance, a friend asks: Now what? And I replied: Nothing, now you're dead! In other words, I'm a game designer!

    My primary occupation is philosophy. I work as teaching assistant (Faculty of Philosophy in Novi Sad, Serbia). When I am tired, depressed, I am thinking of making some game. And as I've been a long time, I have a lot of ideas:)

    I only have two dreams! To make the game and play it!

  • Hello everyone! This is my first submission. I use the CC a little more than a week and I am delighted.

    Example is in fact the from Multimedia Fusion(a friend uses it - orginal exemple by Chris Branch). I translated it into the Construct with one correction. Namely, instead of the original option (from MMF)"create the backdrop" from sprite of the sand i am using the option "paste into canvas".

    I wonder if it can be improve, because I plan to use it for destructible terrain, not like the Worms, but only certain parts of the level that could be destroyed, rather, that could be separated from the original surface (with some simple "physic" movement), and fall down one by agreeing to other (the closest example of which I can remember it is in Earth Worm Jim 2, but it is to simple).

    Is the canvas only solution? If so then should I set the canvas over the whole map? Is that reasonable (question)? Can this be implemented more efficiently (faster)? Thank you in advance.

    Example

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podpathos

Member since 23 Jun, 2011

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