Smileh's Recent Forum Activity

  • Here is an idea: make a global variable that saves the UID of the checkpoint you reach. I am pretty sure that global variables don't reset when the layout restarts or loads. That way, you can say which one you want to change the animation of.

    Global variable was my idea but I dont really know how to make it work

  • Smileh I would be shocked if someone didn't see big visual NT influences there, I was pointing my inspiration out since the beginning. Besides that the game itself is totally different in terms of mechanics and progressing through it. Also, we are still using some placeholders from Nuclear Throne so thank you for your concerns.

    I didn't see your first post about so that's why I asked. You should take it as a compliment not as an offense.

  • gillenew GM is my favorite character in your game already haha

    Bushido Dream Sequence Activator, or just Teleporter if you wish

    Some new environment

    No ammo? BE THE MAN AND SWING YOUR GUN

    Just me or this looks exactly like Nuclear Throne?

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  • Hello

    I'm trying to make a checkpoint that changes its animation whenever that checkpoint is active, which means if you would have two checkpoints near, you could tell by an animation which one is activated for the loading data.

    Now the problem is, how can I trigger this? I'm basically using the save/load function built in C2, when player collides with the checkpoint saves the game. On dead load from save.

    If I were to have three checkpoints how can I make one of them to change its animation to "Active" based on the save/load.

    Thanks

  • What about Medievil? It had a cool "soul chalice" that was filled a bit whenever you killed an enemy. If you fill it up in a level then you get a bonus stage afterwards.

    What are collectibles for anyway? In Mario 100 coins = 1up. Other games have currencies, that you can use to buy stuff. Then there are other collectibles that you need to get in order to just finish the level, or to finish it with a 100% success, a gold medal or whatever -- guess this last case may have more to do with highscore polls and stuff i dont really know much about.

    Many modern "freemium" mobile games have their own "gems" that they use as a pretty much useless currency in order to lure you into actually buying (with real life collectible -- that is, money) ingame stuff. Like this: "Congrats, you finish level 2! You reward is 3 gems. You need 1200 gems to buy you a new ship. Now you can get 3000 gems for just $1,99!".

    Totally forgot Medievil, that was indeed a cool one

  • Is this just a big layout?

  • Reminds me of Hotline Miami, looking good!

  • Hello!

    I want to know your take on this issue. So far I think the point/scoreboard like they did in old Mario Bross is pointless, gen after gen they have been improving the collectable system for platformers and my personal favourite was Spyro the Dragon and Crash Bandicoot with a basic currency collectable (Gems/Boxes) and the special collectable like the Eggs and Dragons for Spyro and the Gems for Crash Bandicoot.

    Alltho I like that system a lot, I dont think it will work in a 2D platformer, because is way harder to create secret areas or hard to access areas where you have those 2 boxes hidding.

    Now we have the current Super Mario where you just have to collect the 3 big coins in every level, and basically that completes up the whole thing. Don't get me wrong, I like it as well but I would love to see something like Spyro or Crash Bandicoot did back in 1999 applied to a 2D platformer.

    What's your thought and what would be a cool collectable system for a C2 platformer game?

  • I watched a video of that game. haven't seen more than two exit gates for each layout, so the first Capx could actually fulfill what this game is doing, however, if there are more than two, the second Capx i shared would definitely be more than enough.

    Yeah I guess I can make your second example to work and adjust it to my proyect, thanks!

    Alltho I have a problem, how can I set up the player position to where it should be after the layout switch? Explaining:

    If I leave the layout from the right I should apprear from the left side.

  • Objects are only loaded on the layout they're in. Your player must be set as a global object to appear on every layout.

    GOD BLESS YOU.

  • Hello.

    I'm having an issue and I can't find the problem at all. I've seen the events several times and I can't find the problem why my player is getting destroyed when I switch Layout.

    I don't have any player is outside layout destroy event, nor destroy outside layout behaviour, in general I do not have anything at all that could trigger this.

    I also trying giving the player the persist behaviour and still having the same issue, what could I be missing?

    Thank you

  • About the layout switching, it would help if you post a screenshot of your game/project so i could be more specific with the help.

    Thanks for your replies benpalgi

    Basically is a sidescrolling platformer. If you know Coin Op Story by Kamizoto from this forum, that's more likely the layout switch I'm looking for.

    Thank you

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Smileh

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