mikehive's Recent Forum Activity

  • Quick question! I want to have a thing in my platformer that when the player lands on a particular surface it launches him violently away. I've got the effect I want working already by temporarily deactivating the controls for 0.5 seconds, simulating control for the opposite direction the player is facing, and setting Vector Y to -1000. Great! The player lands on it and is sent flying upwards.

    What I'd like to know is, is there a way to change the speed at which the player is launched away? At the moment it is basically at the speed of a regular jump except super high, and tinkering with the options (setting platform behavior speed and jump strength etc) I can't quite get it exactly right. I want the player to get launched super-fast, as though out of a cannon. Can I do this with Vector Y, and if so how?

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  • Jotun is very polished, but I don't see why you couldn't do something like that in Construct. A lot of the stuff that looks 3D is just clever parallaxing - and in terms of the actual gameplay I don't see anything particularly outlandish. Get a really good artist on board and anything can be made to look ultra-swish.

  • Hi there, welcome to Construct 2! Don't be put off by the interface, it's actually very good once you get used to it. And you can always come and ask on the forums if you get stuck with anything

  • I can't help but feel that there may be another way to do what you want, since capping to a lower framerate is either impossible or very difficult to accomplish without an enormous amount of nonsense. What exactly do you mean by "choppyish movement, kinda like a grid"? Exactly why do you need the game to look 15fps? Do you have any example videos of something you'd like it to look like? I'm wondering if we might be able to come up with some kind of completely different method that doesn't involve framerates at all.

  • Hey, I had this same problem. It's a really easy fix, you just need to add "Trigger once" to the conditions

    (May need to remove the "D is down" condition, tbh it'll probably work just fine without that anyway)

  • Very cool kossglobal!

  • Hey, I like the art style of that video! Very cool

  • mikehive

    this looks a really interesting game, i am looking forward to seeing more in the future

    Hey thank you

  • This is my game, Down To Earth:

    And I've just started a devblog over on my website! Exciting times

  • Sorry if this is a stupid question but, is there a reason you have to have sampling set to Linear? Point works better for pixel art.

  • Containers? https://www.scirra.com/manual/150/containers <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I've not tried to do what you're trying to do before, but if bullet movement is fundamentally messing up what you want to do, why not make a container object that has an invisible bullet behaviour object and a separate visible sprite that does the rotating animation laid on top of each other?

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mikehive

Member since 13 Jul, 2015

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