TELLES0808's Recent Forum Activity

  • The forum, the gmail and the demonstration game, browsing in hidden (anonymous).

    Trying to reproduce it again, I left the game page for 2 min, and when returned, it take a while to update the frame rate for more than 1fps, but the game works perfectly.

  • Hello friends,

    After playing the demo, here: scirra.com/demos/ghost-shooter/default.aspx

    and turning off the tab to test that "pause" feature, I returned and noticed the FPS = 1 while playing the game, the graphic was working perfectly, no lag, etc, but the real frame rate was not updated after returning back to the game tab.

    Also, I was out of the tab for more than 30 seconds.

    Windows 7

    Core 2 Duo, 4gb ram, hd 7200 rpm sata 2

    Chrome: update 15.0.874.120 m

    Video Card: Radeon HD 5670

  • No problem Miu3

    I said that vector solution is not working with my code, all the solution suggested here was tried before I post, so, I simple give up, double jump is not my main objective now.

    To be clear, I didn't see a single sample file using double jump and the falling settings. They are all using only the jumping setting, that's nice, but after the R64/65 where was implemented that platform triggers (on jump, on land, etc) broken my code and my conditionals for double jump stop to work.

    Maybe later I do a completely new code for it.

    Thanks everybody for the time spend trying it, I appreciated your help.

    I'll come here back only when I solve this issue, in one month +/-.

    Cya!

  • I give up, that way I commented, using the vector Y is not working =

    Maybe because of the falling setups, it will change the character to another sprite animations...

    I'll do it later, better give up now and cool my brain a little bit.

    Hello world! =]

    I'm trying to do the double jump pose, and all I get is only the animation playing the second jump, but the second jump is not happening.

    I believe this may be caused by the "ground" necessity or something like this.

    Also, I tried to use "setting vector Y" to go up, changing the jump strength, and other tries not worked =

    Any sample to help me?

  • that's exactly what I said when I did him double jump, and not work, because (I think) it need a ground to make the jump pose happen.

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  • Hello world! =]

    I'm trying to do the double jump pose, and all I get is only the animation playing the second jump, but the second jump is not happening.

    I believe this may be caused by the "ground" necessity or something like this.

    Also, I tried to use "setting vector Y" to go up, changing the jump strength, and other tries not worked =

    Any sample to help me?

  • I'm having many issues while we don't have this triggers, because the variabbles and conditions I did for my game stopped to work in R66 because of them.

  • I like the way C2 is, but shortcuts would be nice, specially when using the QWER-ASDF-ZXCV grid =]

  • nless plans change, there will be a free version of the Construct Classic Plug-in, and a Pro version...just like Spriter itself. I'm guessing the Free plug-in will support all of The free version of Spriter's features, and the Pro (commercial) version will support ALL of Spriter's features.

    The plug-ins are separate product, ofter programmed by additional paid engineers...we couldn't provide the Pro plug-ins to Spriter Pro owners without drastically raising the price of Spriter Pro.

    Charging seperately for the Spriter Pro Plugins allows us to keep the price very reasonable and allows customers to pay only for the plug-ins that they need, or just use the free versions.

    Thanks very much for your support,

    Mike@Brashmonkey

  • Hello folks,

    Awesome news!!

    latform behavior: animation triggers 'On jump', 'On falling', 'On landed', 'On stopped' and 'On moving'. These should significantly simplify events for animating Platform characters.

    Looking forward, how about the sliding trigger? This trigger can be used for ladders, ropes, and wall sliding like megaman.

    The only way I figured out to make the sliding pose match perfectly with the megaman and mario style was using two objects, one with the plataform behavior and another with no behavior, making the player stop when touch the wall, ladder, etc. The second object need to match the player position everytime it touch a wall, and the player need to update his X and Y when releasing the pose.

    http://dl.dropbox.com/u/47035927/temp/Game%20events.xml

  • I mean you can make it using "variables" like boolean (true/false) variables. Make a condition where your "while" can not meet the circumstances and them make it change the conditional for "false", also, make it check in the begin if the conditional is true.

  • Awesome, today I was just suggesting it here: scirra.com/forum/full-preview-of-gadgets_topic45925.html

    Sold! I saw this tool on Game Maker Community a long time ago, and now it's looking simple perfectly xD

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TELLES0808

Member since 27 Oct, 2011

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