murilokleine's Recent Forum Activity

  • Hey guys, I'm testing my animations and I'm having some problems after the jumping and falling triggers are activated.

    The animations of each runs correctly, and I've also set a trigger to play the "stand/idle" animation when the player touches the floor. But if the "d" or the "a" keys are still pressed (move right and left) the "run" animation won't start unless I release one of them and then press again.

    I'm pretty sure that there's a workaround, and that it's probably obvious, but I just can't figure it out :)

    here is the capx

    thanks a lot guys!!

  • pretty good game man!! Guess the 3rd score is mine :)

  • Pretty cool man!! Though I think you should've added more than just one enemy. Also I noticed the player can't shoot from left to right, is that a bug or you really just ran out of events?

    The graphics and ambiance are great, but I think you should move up his knees a little bit.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

    Great work anyway

  • Isn't too late to support Xbox 360 and PS3 ? i keep hearing rumors about new xbox coming soon, also Sony still making new devices every six months beside PS3 XD, if C2 would support those platforms it's better be just yet released, otherwise if Ashley will work for it, it would be a waste of time, sadly most platforms have lifespan compared to PC.

    Hmmm I don't know, I've been hearing that Nintendo, MS and Sony are intending to keep supporting their current consoles even during the next generation. Maybe those will be targeting other markets/countries, but it's almost certain that they'll keep the support. Just as an example, here in Brazil, MS just started producing the Xbox 360, and the PS2 is one of the best selling home consoles until today.

    Anyway, C2 support to consoles would be awesome, but just as Ashley said, it may take some time, and, in my opinion, an .exe exporter would be just as great or even better, considering we could than monetize our games via Steam or related services.

    Sorry about my english if there's anything wrong <img src="smileys/smiley1.gif" border="0" align="middle" />

  • anyone else? ^^

  • Thanks for the reply sketchee, but I think the first condition you mentioned is already applied. :)

    As for the bounce behavior, how can I decrease the amount? I didn't set any variables to make the sprite bounce, it's just the result of the blob character following an imagepoint with platform behavior enabled(to the blob). Can you please explain further? I'm posting a printscreen of the event sheet group related to the blob character.

    <img src="http://i1238.photobucket.com/albums/ff490/murilokleine/eventsheet.png" border="0" />

    Is it possible to achieve better results with physics maybe?

    Thanks man!

  • hmmm anyone? <img src="smileys/smiley4.gif" border="0" align="middle" />

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  • Hey guys, this is my first post around here, and this is also my first game project. I need some help <img src="smileys/smiley1.gif" border="0" align="middle">

    Basically I created a companion based on the "fairy companion" tutorial, but with a platform behavior added to it. This sprite, named as "comp" needs to act like a "blob jumping thing" (as seen in the game A Boy and his Blob) and follow the player through the platforms.

    I'm having issues with the way it acts though, I've set two instance variables "following" and "standing", that works according to Player bounding box imagePoints distance and collision. I need the "blob" to smoothly stop "bouncing/jumping" while it gets closer to the player.

    The logic I used behind it is probably wrong or too clumsy (the blob thing only jumps/bounces because it was set to follow an image point high above the head of the player (lerp(self.y, Ytarget, dt)), and the gravity of the platform behavior keeps "pulling" it down.

    <img src="http://i1238.photobucket.com/albums/ff490/murilokleine/Blobplatform.png" border="0">

    Also, I'd need help to move the "comp/blob" to an image point next to the player on R pressed, so I've set "keybord-> on R pressed-> set position...." but its instantly moved. I'd like it to smoothly reach its position next to the player. It would be awesome if the blob could jump to high platforms and not fall in every gap too.

    Well, I can't express myself correctly in english, so enough with the clumsy text, here's the .capx

    capx_file

    (use W,A,D for moving the player)

    Thanks a lot for the help!

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murilokleine

Member since 23 Mar, 2012

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