Ragevortex's Recent Forum Activity

  • You forgot to assign the event sheet to the level 3 layout. happens to me all the time.

  • My "solution" works for the original topic genre...(albeit its not the most ideal of solutions)

    The way I'd do it with that "animated" solution would be to set the origin of the character to the bottom and animate the height I'd want him to jump. because I'm combining the "when animation is playing" and a "is jumping" variable you can use the variable to bypass objects (remembering to set the collision polygon of your character" so that the "space" underneath is registered as non colliding space.

    as LittleStain mentions a way of tracking "touchdown" is always helpfull. Usually in games like double dragon they'd use the character shadow to give the player feedback on where the character actually was when jumping. Using a separate sprite can give you a better range of movement ... tracking the player when a boss bats him off the screen top... for example

    RookieDev

    I do agree they need to add a simpler way to do this. I'm certain there's like a million ways to do it including even "shooting" the character upwards with a bullet behavior. or even physics which is a bit too complex IMHO.

    Also I did update the capx with the shadow sprite and the "jump" animation on single standing jump

  • Ok so here's my version I hope it helps you out a bit tho.

    Download CApx

    I hope this helps clear things out a bit or at least point you in the direction you want.

    I used a keyboard control but if you had another type of control in mind it's easily adaptable.

    (keys to move around and shift to "jump" which actually sets a jump variable to 1 and plays a jump animation which you can use as a "bypass" for obstacles or such...)

    Took the liberty of making the little dude "animated" for dramatic effect and testing.

  • Sprite Fonts when done correctly can be a great asset for your game.

    (frankly I wish they were easier to set(At the moment i have to set a grid in photoshop and fit every letter I want (usually I just make a full paragraph and set them manually instead of one letter per layer which I've also seen done) but they look awesome when done)

  • Have you tried sprite fonts?

    or do you want to use an actual image as the score... like "if you get 100 points you have a cool symbol or token or badge"?

    A bit more information on what you want can be usefull.

  • Have you tried destroying your objects outside of layout?(depends on your type of game tho)

    I had a similar issue some weeks ago. I was using a template and forgot to switch my signs so my objects were not being destroyed as they should... ended up having 300++ objects and increasing them with time. when i fixed it it was a steady 40-43 objects all the time. which greatly increased my performance.

  • Hi there I'm not sure what you want but maybe this can point you in the right direction:

    in any case if you set the game time scale to 0 is like pausing the game . I'm using it on destroy (character dies) AND you can set individual objects time scale for example you want to stop everything except the cool explosion effect you made for your character you set the time scale to 0 and then set the time scale of the "particle emitter of your choice" to 1 and boom you have a your game stopped except for the effect you want. Its just an example but it can be easily done.

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  • looks preety neat... a map would be good eaven if it generates after you move around.

  • Real nifty stuff septeven

  • My brain is fried at the moment - working on two diferent games.

    I wonder if septeven could take a look at this idea and see if he can help.

    I took a look at your dropbox plugin real nifty stuff. I'm wondering if you could do a similar miracle with Google Play Services. if youre no't too swamped.

    I've been trying to do this but my skills are limited at the moment. (lack of coffee I guess)

  • You could have a "spawner" object spawn the correct sprite at the correct position based on the player choise. (or enter frame depending on what effect you want. (so yes this is destroy/create method)

    You could have one sprite have everything but be used only for the "character select screen" and just swap "animations"

    Depends on what you want to achieve. I have used both methods so far its a bit more dependent on need than on actual performance.

    If you use something like spriter which has a plugin for c2 you can setup your animations and a set of "skins" check their stuff maybe you get some ideas too. I'm planning on using that as soon as I'm done with the current projects I'm working on.

  • swordofsolace hmm... can't you just hide the player on spawn for one second and then show him?

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Ragevortex

Member since 2 Mar, 2012

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