booth's Recent Forum Activity

  • Grrr, China and blocking sites, would love to see how you did the wall jumping, but can't access dropbox. I have your double jumping working (Nimtrix put up an image for me), and altered that for wall jumping (if wall to left/right), but don't know how to stop player jumping up one wall constantly or to stick for a few seconds. Any way to get your file other than dropbox?

  • Thanks for the replies, I had issues with sticking on sheer walls (using wall jump and sort of slide, not got it right yet), but realised it was because my blocking volumes werent at 90 degrees, so sorted now.

    Kittiewan I ran through that tutorial when starting, invaluable. I have as you said set up a seperat collision sprite for character, and also a seperate sprite with physics pinned for physics interactions, works great. I loved Sqiddsters game, will try and incorporate gravity shifts in, makes a uniquely fun element to the game.

    For my game I have created a 3d stage, and although complicated to work out which layer pieces of the scene should go on, it looks great! Looking forward to getting gameplay elements in to show it and see what people think.

    I have a question about tiling. I have put a background layer of stars (for paralax) Then 2 more layers for platforms (for 3d look). My stage is around 5000x5000 pixels. As you say this is too big to run well, and wont display in some browsers (mobile in particular). What is the best way to split into tiles? Would I just use photoshop (my mainstay app) to cut into say 1024x1024 tiles and then just line them up in Construct 2? If so what is the best way to get perfect alignment? And how will this effect how the level is displayed and accessed by resources?

    Thanks all

  • Hi,

    Searched through the tutorials and How To forums but couldnt find exactly what I was looking for.

    Is there an existing post, or could someone add to this one as to best practices for collision masks.

    I have created a platform game that has 100 odd platforms all on one layer as a background image. For this I have created a white block, and then on its own layer continually resized the block to form all the stage collisions, and set it to invisible on start. Is this a good way to do collisions? Is there a more runtime freindly way? What about overlapping collision blocks, is this an issue and what should I be weary of?

    Thanks in advance

  • I have the same problem on r95, trying to figure out why. Any explanation for this?

  • I got a sort of wall jump working by manipulating your above example, only problem is getting him to hold onto the wall for a couple seconds. I have linked to my example (tried putting image but it told me I was spam!)

    tellthemisaidsomething.com/bits

    Any ideas?

    Thanks again Nimtrix, that double jump works perfectly

  • Nimtrix the image is showing, awesome mate really appreciate that, I got my guy interacting with physics objects, shooting and such, now with the double jump it's almost there.

    I have drawn out a level that requires wall jumping, Too much to ask if you know how to do that?

    Thanks again mate

  • Hi in China and it wont let me download from dropbox. I was keen to see how this and wall sliding is done, any other way to get the file?

    Cheers

  • Hi mate,

    I'm pretty new to this stuff, but was looking for something similar. The easiest way I found was creating a sprite set to invisible on start the same size as my character, I placed the box over the character and applied physics to it, and platform behaviour to character. I then said- every tick-pin to- character. This way I can use the character for movement and the box works with physics interactions.

    Now I just have to figure out how to manipulate the platform behaviour.

    Hope this helps

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  • Hi all,

    Guessing it isnt to complex but I cant figure it out myself. What is the best way to make the player single jump without platform behaviour?

    Found this equivalant post but don't really understand it.

    scirra.com/forum/physics-stop-doublejump-but-ensure-single-jump_topic50145.html

    Cheers

  • No takers? If I could setup physics movement to emulate the platform behaviour I am halfway there. I have horizontal movement somewhat sorted, need to stop multi jump as it seems more like flying, and perhaps quicker falling speed without huge gravity.

    Knowing the "right" way to do this from someone who knows what they are doing would be great.

    Any help is appreciated.

    Cheers

  • Hiya, any ideas, if someone could help me set up the initial movement physics I can hopefully learn from that and build the environment around it. As far as I can tell there isnt a tutorial which describes how to set up this basic functionality. It would be helpful to all noobs like myself I think.

    Cheers

  • Hi Sqiddster,

    Thanks for the reply, I kinda got what your saying and messed around to get the character moving, a couple issues if you don't mind. To get him falling and jumping to the way I want it to look I put an every tick gravity on, gravity is 30 which seems to make other objects fall fairly realistically, is this the right way to go about it?

    How do I get him to not move so far (left and right)in the air? Also how do I stop him from being able to jump while in the air (it is currently more like he is flying). I'm guessing it has something to do with the x velocity but not sure where or what settings to use for that.

    Appreciate if you could help me get his basic movement down, from there I have seen a few tutorials around on interactions.

    Here is the capx http://www.tellthemisaidsomething.com/wp-content/uploads/2012/05/playermovement.rar

    Cheers mate

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booth

Member since 14 May, 2012

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