GeometriX's Recent Forum Activity

  • , what a great concept. I love the idea of tying in a seemingly simple pastime with an exploration-based platformer. I can imagine it being a very relaxing gameplay experience.

    Awesome pixel art, too! Definitely keep that blog updated :)

  • JohnnySix it sure is. It uses the original layout for this kind of puzzle, which can be solved in a minimum of 81 moves.

    It's not easy though ;)

  • Here's an example I made a while ago. The basic premise is that it forces the tile to drop from its drag-and-drop if it collides with another block, and realigns it to the grid.

    Be sure to pay attention to the collision polygons for the blocks: they're slightly smaller than the images themselves.

  • Not sure what you you mean. The loader layout is just something to show the player while all the game files are downloaded. That only happens once upon first load, so you'd only ever need one loader layout.

  • Posting an image would definitely help - use image tags ([.img] and [./img] tags (without the .))

    Generally for platformers I've found that it's best to use a separate invisible sprite as the camera scroll-to object anyway. Otherwise you have that nasty thing of a camera following the character when they jump - an almost universally undesirable effect.

    Set the object to follow the character's X but not Y (maybe with some lerp to smooth out its movements, too), and only update its Y when necessary (like when moving to a new vertical screen or jumping onto a major platform) with markers around the level.

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  • I'm a bit late to the party but I'll add in my 2c anyway:

    SVN terrifies me, it seems clunky and awkward. If it's the industry standard then that's fine, but C2 (and its users) is hardly reflective of the industry as a whole. We're a different sort and we use this software because of that. Something like SVN is way out of the league of most C2 users (myself for sure, and a few others I've spoken to on the topic, at least).

    Construct has a reputation for rapid updates, which is great, but by that reputation those updates focus on "cool new stuff" instead of improving the core of the software. I love getting new toys to play with almost every beta update, but I'd much rather go for months if I knew that something as substantially important as modularity would be on the other side of that wait - or longer, whatever.

    The voting for new features is always going to be skewed because new users want sexy new features and veterans want improvements to the core application, solid exporters and general stability.

    It cannot be stated enough how important modularity (and an asset store) is to the future of Construct.

  • Awesome idea, I plan on adding in all my polished examples soon, and probably polishing up some of the more simple ones and sharing them, too.

    A question/suggestion: is there any way to group together similar examples? For example, there are many ways to do an on-screen keyboard, some more suitable than others depending on what people want out of them. I foresee a lot of duplicates or similar examples being posted, but if we could have a way of adding additional examples (with their own author and description) to an existing one, that would help to keep things clean.

  • Oh, very derp of me. Thanks, that makes far more sense! :D

  • This is a great looking plugin, but I can't figure out how to exactly replicate your demo. Did you apply the effect to a layer, or an overlaid sprite? It doesn't seem to like being applied to multiple layers.

  • I would love every feature you mentioned. The bezier tool most of all, but I think that's a lot more complicated.

  • Global variables aren't reset between layouts. That's entirely the point of them.

    flemmig, I can only think that you're either deliberately resetting them with an event, or you're accidentally using local variables.

    EDIT: Just saw your reply now. I'd suggest that, if you need to reset global variables often, you use WebStorage or Dictionary to store your score.

  • Here's a pretty simple twin stick example that uses the 8-direction behaviour. I think you'd be better off ultimately using the custom movement behaviour, as the player movement in 8-direction is a bit too stilted for this sort of game, but you should get the general idea from this.

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GeometriX

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