Megabeard's Recent Forum Activity

  • Hi, I've been stumped lately about how I can get a platform to move in a particular pattern/path in my 2D platformer game and I was hoping maybe someone could point me in the right direction.

    To give an exact idea of what I want to do, here's a video: youtube.com/watch

    About 6 seconds into the video, you'll notice Mario encounters a platform following an oval-like path as illustrated by the line it's attached to. Throughout the level players also encounter similar platforms that move along paths, but illustrated as different shapes by the lines. I was hoping that I could have my platforms follow paths similar to these or in whatever shape/pattern I wanted, but so far I haven't been able to wrap my head around how.

    I've tried everything that comes to mind from custom movement (accelerate towards position)to the bullet behavior, but neither of these really suit my needs. Sine also appears to be too limited for what I was hoping to do, but I admit my knowledge of it is hardly extensive.

    So any ideas? I'd appreciate any help!

  • Just released the Alpha Demo for my game, Corporate Misfit, a 2D platformer where players are encouraged to keep up their speed in order to use special abilities.

    It's an idea I've been playing around with for months now and would like some opinions how fun it is to play or how I could further expand upon it. Hope you guys like it!

    Link to game: Corporate Misfit (Alpha Demo)

  • Hello! In my game there are certain points where the player can move at very high speeds using the bullet behavior. The result of this is that sometimes the player will move so fast that they'll partially phase right through a solid wall and get stuck in the middle.

    I've accepted that there's not much I can do about this except change the speed... or perhaps have the game correct itself? Like if the player gets stuck in the floor or a wall, I could just set their position to be right above or behind the solid so they're no longer stuck.

    It sounds good in theory, but after several attempts, I can't seem to make that work correctly. Is it possible? And if it is, where would be a good place to start in terms of coding?

    Thanks!

  • So that's what lerp does. :P

    Thanks, thehen

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  • Hi, I was wondeirng if there was some kind of method to change Scroll X slowly rather than instantly? In my game, I make sure the player can see further ahead than if the scroll was focussed on them. The result is that when the player turns to the opposite direction, the ScrollX instantly changes position so that they can see further ahead in that direction and it looks kind of silly, not to mention distracting.

    In most sidescrollers I've noticed the player can move across the screen a certain distance before the screen actually scrolls and I think this would be a good way to do it... I just can't think of how. Any ideas?

    Thanks!

  • Link to .capx file (required!):

    dl.dropbox.com/u/42313097/Project%20Boss%20Man%20V2.capx

    Steps to reproduce:

    1. Open File

    2.

    3.

    Observed result:

    File is unable to open because I renamed a tiled background.

    Expected result:

    File will not open

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Windows 7 64-bit

    Construct 2 version:

        r119

    Every time I name my tiled background, the saved file won't open. It always says "Cannot find object texture file 'Grid.png' in the project texture folder"

    "Grid" is what I named my background. However, I'm able to open an identical file just fine, except in this case I left the tiled background as its default name.

    I've seen similar posts to this in the search, though not specifically about backgrounds, so I figured it may be a bug.

    Thanks!

    EDIT: One thing I'd like to add is that when I save it as a project file and rename the tiled background, it opens up fine. I'm unsure if that helps verify what's going on, but figured I should add anything extra that I find out.

  • I think I saw a post in here that said, "No one loves Classic anymore". Just want to say that I'm a very big fan of Classic, which is why it's so frustrating that there are so many small bugs that end up creating one big problem if you're working on at least a medium sized project.

    For instance, the issue of Fullscreen and paralax scrolling came up years ago from what I can see, and no solution was ever found. I imagine there was no solution to this, because as was said before, there were too many issues in the build of Classic, so the developers decided it was time for something new altogether rather than just fixes to the original.

    It's just a shame to me, because CC was probably the first piece of software I used for a game where I actually felt like I was accomplishing things. As someone who struggles to understand coding, I was actually understanding and learning programming fundamentals without having to memorize an entirely new language.

  • Thanks for the quick response!

    Hm, your idea makes sense, but one thing I can't figure out is:

    "is anglediff(angle(player,mouse),270) less than 22.5"

    ^^^

    When I use something similar to this, it tells me that "angle" needs four parameters and I only have two... to be honest I don't understand why.

    Another potential problem may be that from there, the whip will spawn too early, since the beginning of each animation is sort of a wind up so to speak.

  • Hello. I've run into a bit of a dead end with an idea I had and was hoping someone could perhaps point me in the direction of a solution (Or at least tell me if it's outright impossible).

    In my game I'd like the player to weild a whip which they can aim with the mouse cursor. This in itself is easy; I just have to spawn the whip at an image point of my choosing and set the angle of the whip to Mouse.X,Mouse.Y... but the tricky part is the animation itself. You see, it would look silly if the player wanted to whip upwards, for instance, and the animation showed the motion of the player whipping downwards. That's why I need some kind of way to detect the angle of the mouse before spawning the whip, basically as the click of the mouse happens, so that the animation will suit the direction the player clicked in.

    But so far I've had no luck in finding a way to do this. Any ideas?

  • All in all, I think EmpororIng has the most common answer (Even if that's not the case in this thread).

    The other ways of making 2D art involve either buying some expensive stuff such as a decent tablet and Photoshop... or it involves the masochistic practice of drawing on paper, scanning it into a program, and then coloring it in. And just praying that your scanner picks up every line drawn perfectly.

    Pixels, on the other hand, are completely native to computers and therefore are bound to be the most common type of drawing in programs. There's tons of free stuff out there that concentrate on this, and that's probably why you see so much of it now.

    As for me? I like drawing pixel art because it feels like I have the most control. If I see a mistake or feel my sprite looks bad, it's very easy to edit and I can do it with far more precision than I can with the eraser tool in photoshop or GIMP.

    I must admit though, it's very hard for pixel art to stand up to the more popular forms of 2D art today.

  • At this point, I'll even take the narrowest of chances. :P

    Yeah it's pretty tough to handle with certain features. For instance, most methods of full screen require some form of zooming, and if you zoom, you can say goodbye to parallax scrolling, and scrolling at any rate besides 100% on each layer. Which means the HUD is no longer as simple to implement, and pause screens may also be a problem.

    I don't know, it's just so damn frustrating that a program which in all honesty has been so great would fall before something as basic as full screen. <img src="smileys/smiley6.gif" border="0" align="middle" />

  • I'm actually about to try out C2 now. The only reason I wouldn't use it before was because, as others have said, I have no interest in purely web based games. I prefer them to be .exes. And with the recent release of r100 of C2, I can now export a project to .exe.

    Classic is great and served me well over the past year, but it just has too many random bugs and really slows me down when I seem to get on a roll with my work. I think it's a real shame that Classic was never truly completed, because it's definitely the best program I've used for 2D development up until now. But the problem is, I can't foresee myself making a full game using the engine. Not when I can't even make a full screen without having paralax scrolling; basic features of a platformer.

    So it's time to give C2 a shot. :D

    EDIT: So... yeah... I didn't realize that it costs $100+ to use the exe feature of Construct 2, so never mind what I said before. >_>

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Megabeard

Member since 30 Jun, 2011

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