retrodude's Recent Forum Activity

  • I was wondering if its possible to imitate an effect similar to the camera 3d effect in pokemon black and white 2.

    I dont mean a direct 3d view of a building but some aspects that are visible as your "Player" is moving in specific directions.

    For example:

    When you move down the object stretchs, and when you move up the image kinda skews and stretchs.

    Or when you move left, the side view of the building disapears, so some kind of horizontal stretch?

    This camera perspective involves the right side of the building as the sides of the building disapear when the player reaches the top left of the building:

    As you move left or right the sides of the buildings become visible in a kinda skewed point of view.

    So I was wondering if anyone knew a way to accomplish something like this or whether its possible. I'm assuming that the actual game uses some kind of 3d engine, but maybe creating a simpler fake 3d effect we could imitate a similar effect.

    So if anyone has any logic or ideas, or examples there willing to share, then definetly give your input

  • Did you try my capx?

    Sorry for the late reply, but your capx file gives me an error and says "cannot find object texture file "wall.png" in project texture folder"

  • As I mentioned before they have to be solid to act as a wall to block the player. So imagine dudes carrying shields pushing/shoving against the player. I did decided to place the solid on the player and leave the enemies with platform behavior with no solid. then whenever the player comes on collision with the enemy, vector x of the player is subtracted by nth value

    just give them platform behavior and then they wont fall though the solid "floor" piece.

    platform behavior works with solids, you dont need to have them set to solid behavior and they will not pass solids.

    Be sure to disable default controls, it the enemies.

  • I do appreciate the thought, but this wont solve my problem

    Hmh...i have an idea, although i dont know how to express it in a theoric way, as im new xD

    My idea would be to have 2 scenes, and a player character in each one, one pinned to the other one...

    then have one solid in one scene and the other one in the other one, this way they wouldnt collide, and if a player is above one of them, it wouldnt fall down...

    Hope this makes some sense, im a newbie, and im just trying to help a little, i dont know the exact commands to do this, im not even sure if you can have two scenes in the same layout, but...well, that would be my idea xD

  • I'll try the first method

    The only ways I could think of at the moment,would be to hold the y position of the objects while the pass is happening...

    or maybe on collision have both objects spawn dummy objects,destroy the originals...the dummies could pass each other,then once passed have the dummy objects recreate the originals.

    or maybe have the sprites switch x positions on impact and cover the "switch" with an animated sprite showing the "fake pass".

  • When I say to push the player back, I don't mean a knock-back effect

  • Well,solids are just that..."solid" and they cannot pass each other.

    you can disable the solid behavior when they collide,and once passed re enable....

    I did try that but the problem is that there is a platform below that is also solid, so when two solid enemies disable their "solid" state they both fall through the platform.

    I need it so that the enemy acts as a barricade to push the player back, but when the two enemies collide with each other they should turn off their solid state and pass through.

  • yes, they HAVE to be solid

    I suppose the first question is do your enemies really need to be solid?....

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  • I have a family called enemies, with platform enemies in the family. These platform enemies have their solid behaviour enabled. Now, what I want to do is have these solid platform enemies to move past each other when they collide. In a sense I need the enemies to push against the player.

    The first thing I tryed was this:

    System>>>Event: FamilyEnemies on collision with FamilyEnemies

                        >>>>Action: FamilyEnemies set collisions disabled

    The problem with this is that I have a solid platform sprite underneath, and that when collisons are disabled, the enemies just fall down through the ground platform.

    The logic would be like this:

    --->>if FamilyEnemies collides with FamilyEnemies

        ----->>>then Family enemies pass through each other

    Does anyone know how I can do this? Help is appreciated

  • I'm guessing this is to get some starting rep/badges for you account?

    But anyways, welcome to the community <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Very nice job Rory, I'm diggin the graphics and the gameplay <img src="smileys/smiley17.gif" border="0" align="middle">

    My irrational fear of unicorns was one of my favorite games in the scirra arcade because it had surprises like the cave of truth and evil unicorns which threw me off and made it entertaining

    I really like the idea of switching between the four monkey's as it makes the game alot more entertaining <img src="smileys/smiley4.gif" border="0" align="middle">

    The pixel art also looks fine tuned so great job on your work, the game definetly has potential.

    I was just wondering if you could kinda explain how your shop works for the items?

    Do you have separate sprite objects that pin to your character? Or is your shop setup so when you click on the item your main player just changes animation?

    Hey everyone,

    I'm here to announce a game I've worked on for awhile now, something for the iOS (and hopefully Android). You may know me from my previous work on the Scirra Arcade - "My Irrational Fear of Unicorns".

    I have a kinky obsession with weird titles I'm afraid, so this game is titled..

    <img src="http://i.imgur.com/EkeZx2C.png" border="0">

    <img src="http://i.imgur.com/AColmkA.png" border="0">

    To introduce the game, here's a brief description,

    o Go Monkey Squad is a 2D Endless Run & Shoot game made for the iOS and touch screen devices. You play as four monkeys which you can switch between, each with unique powers and fighting styles. Rico the Ricochet bullet monkey, Kuno the Katana wielding female fighter, Malfozzo the level 9001 wizard and Cybo the monkey who can shoot lasers from his cyborg arms. Stringing together large combos is the goal of the game. Keep on playing to earn Bananas to unlock new hats which each give your monkey different bonuses and abilities.

    Some things to note, the game is highly inspired by the success of the game "Punch Quest" by Rocket Cat games, and it is still under heavy development. So the shops are only working for Rico, and the game is obviously still too buggy for the iOS release, but I hope to get some good feedback here.

    Take note, I've enabled keyboard controls for jump, so you can try that out. Also there are only two kinds of stages done at the moment.

    No. 1 - 5 on your keyboards are cheat functions for testing purposes!

    1 - Rico gets Max HP

    2 - Kuno gets Max HP / Unlocks

    3 - Malfozzo gets Max HP / Unlocks

    4 - Cybo gets MaxHP / Unlocks

    5 - Gains 300 XP and Levels up

    <font size="4">Click HERE to play Go Go Monkey Squad (Test Edition)</font>

    A big thanks to Scirra and CocoonJS for the great softwares that are making this game possible.

  • I'm guessing you wanted something more precise? I think he has his text set to a variable so whenever his weapon collides with the enemy it just adds a value of one to that variable.

    The text then just outputs the variable on the screen and has it increment by one each time the weapon collides with something.

    Okay ...

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retrodude

Member since 11 Oct, 2012

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