jayderyu's Recent Forum Activity

  • sorry to hear your not going to make :(

    really... huh. I got the controls workign. then realized the sprite wasn't working :(

    fixed that. sorry one more time. If i win anything I will share :D

    Not positive i will win :P but I will if I do :

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  • thanks for the work.. I just realized that I forgot to leave a way for the gamepads to join the game without the gamepad buttons working. I upload a new version to DB(same link). I also left a PM about it and numerous apologies for missing this detail :(

    It shouldn't need anymore.

  • thank you so much. I know your rushing to get your own done so I super appreciate it :)

    One I have the apk, any last touches to do to it.

    Super thank you :)

  • I really could use the compiling process. I hasn't managed to demo it yet either.

    I could use the compiling effort. I really appreciate the offer. I'm sure I'll figure it out sooner or later, but i'll take it :)

    dl.dropbox.com/u/14087254/DragonJoust.zip%C2%A0%C2%A0%C2%A0%C2%A0exported for phonegap

    dl.dropbox.com/u/14087254/DragonJoust.capx

    Afterward there is somekind of certificating? and as you same mainifest file to mod.

  • I have a prototype, but I'm banging my head on getting the phonegap instructions and getting it all working

    Also you got "enter" working. Does that map to one of the buttons or the start button?

    I also minimized my control scheme. It's a bit unpolished to use. But mine uses Left/Right   Up/Greenbutton(A on Xbox)

    I would love to submit it with some help. but I can't even get it to compile :(

  • ok. so working with containers and i'm having a problem that as I understand should not be occuring.

    From the manual

    "Placing objects in a container has the following effects:

    If a condition picks one object in a container, every other associated object in its container is also picked.

    The third point is the main purpose of containers. Containers are also picked in events as a whole. This makes events treat containers as if they were one object. For example, if a condition picks a tank base instance, it also automatically picks the base's associated turret."

    This is actaully not happening. Picking seems to be very subjective to how containers work.

    Ok. So I have my player sprite. I use instances of the sprite to represent differnt playrs. however my sprite is part of a container. Which include leg and mouth sprites as attack sensors.(let's stick to leg)

    When my sprites leg sensor hit's an enemy the player bounces, gains some stamina and hp. however that's not what is happening. instead EVERY player bounces and gains hp and stamina.

    What's worse is that when PvP players hitting each other with the legs has worse effects. The player that is hit by the legs works, but the owner of the leg sensor isn't picked.

    Simply put. It seems that there is no picking going on or I'm missign something. So i'm asking here first.

    Here is how it looks

    -legattack "On collision with Fairy"

    +player platform vectory Y to -200 // this is to bounce

    +player add fairy.staminaRestore to stamina

    then this occurs to all players. So did I do somethign wrong?

  • Any update on the controller plugin for phonegap?

  • ok, so trying to use Spriter. I'm having difficulties with a mirroring effect. I read on a prior post that I can use -originalwidth.

    Doing this or mirror of the family in sprite just creates a mess of misplaced sprites.

    In Spriter trying to create mirror animation I can't find any width at all. And if I try to just flip the sprites the animation get's all twisty.

    I haven't found either way to make it work right. Anyone can help me get this right :)

  • I love you :) Thanks soooooo much :) time to move this from my proto's to my practical work states :D

    hugs and kisses :)

  • ugg. nm

    dl.dropbox.com/u/14087254/dragonjoust.zip

    I had a couple of thoughts and did some tinkering. I'm starting to think my USB borked some file :|   well first for everything :D if an awesome person who knows the the xml scheme could figure what went wrong and maybe a fix. i would be very thankful.

    Hower, even if not capable. I can recreate it when I wake up.

  • Hey all. I tend to put my project on a usb so i can work on my prototype projects on the go. However, last night I decided I liked one of my proto's and started tinkering with it more as to maybe finish it.... however when i got home to load it up I got an error regarding a bad file for one of the xml files.

    here is my uistate

    PK      ڰ�?� c    DragonJoust.uistate.xml�T�j�@��S�+)-zX+�bZCv=��vdmX�ݑ��z�'�:��Ŏ��4��̛�#���K\?7v�vv�|Ȯ@[:��f��T���.�#Q~lu I�/��x���Z�[��I��AHAS��YBK�0�^�1 �m@�3��%B@"�`_�= ��=aI��� n�6��[qA��t%�, H��y�0N*~�ڵL� `^A�Z���F����Zź�k=��ʽ3�ǣHa�Z���r`]�C��7� �ɢ�q����ǭ ���4=���+�i���C=ddIz�'�!�lp�|[-n>%����](x��2I���hwJr}&�������bvw3�.�>0��_�JI1].g����b1��>.f���0��NC�HE "?

    ����q�7�kGON�7a��c�����K���=i<s��v��[^]TѪ����e<~/N���H}�V�=,��?�_�/g����`Q�F~O���;G����ku��PK      �*�� � !   Animations\player\Default\000.png�[��PNG      IHDR   ?   8   JZ g   sRGB ���   gAMA �� �a    cHRM z& �� �   �� u0 �` :� p��Q< "IDAThC�ZklSe�&Ā�c���h�o�!�2�2–us���� ��n+�N׮�h�܆s w��`���c������(�E�`� w���}��ѕӝ�gmMl����y�����f��!����KGF�_�|�Xֲe�KGGW<\���~��'+k�LNfM &-��Ջ�>#�k+��њ�9z�p0�,|��7@n�̡�%|Sg�cEπ��7     �����ba�^?�27�|?�df8�I�!��&��sOg�g     �3� �]���eMD2��k ���1�+�U

    �wK/?+g��<_(���꙰�]����� �c@N��-ܞQ�*�q ��fL8����p��\��x�Ai���>�2�? �Oж���M[B��`�h��ﺲ��V_���R(IK2��� X�� my alternatives are Hope someone who knows C2 better can offer a quick fix :) create a new one using a different project tempalte and guess all the info or start fresh :(

  • LOVE THIS GAME. This is awesome. Finish it.... or sell it on ios/android..... that might be hard actually.

    This is one of the best platformers I've ever played. There are no stupid monsters. The entire point is level.

    I don't know about most people. but throwing in monsters where they don't belong just spoils the level design. This is fantastic level design.

    It progressivly get's harder. The game doesn't punish you for dying. well not enough to throw the keyboard. It's tough.

    My last suggestion. Offer easy, normal and hard difficulty modes. that determine the length of the draw bar. Easy for 3s, Normal for 2s, and Hard 1s. That way people get the choices they want for challenge. otherwise I found 2s perfect for myself :)

    I hope you get to enter this game in a contest and win it. It get's my vote. and it get's my wifes vote. She doesn't even like platformers :D she found 1s to short :D... but she might really enjoy 3s option :D... anyways. great game :)

    ps. did forget to mention it. fix the jump. there is a response issue :|

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jayderyu

Member since 11 Apr, 2012

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