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  • You can do something like this:

    Conditions:

    Player is on floor

    Button Pressed A

    Simulate Platform Jump

    Then for the double jump you do similar but

    If player is NOT on floor

    A button Pressed

    Set Player Vector Y -500...

    You can also check my tutorials for more features as well, you can find a link in my signature.

  • Yes, or you can have collision checks that test if the player is higher than a certain y value of the building and if so move the building up or down a layer depending on if you need it in front or behind the player. Someone posted a system for doing this in the forums I just don't have the link handy.

  • You can try creating your own system or you can use something like clay.io which has an achievements system. If you do your own you need to define what they are, create the logic for them and come up with a system to store them. It can be done, but takes a bit of work.

  • Reading the manual gives points, posting on the forums(don't spam useless comments though). Vote on articles, etc... look at the rewards/achievements list on the site as they all give points... basically be useful and interact with others on proactive ways. The same way you gain reputation in the real world...

  • The cornering issue and all air juggling in that case may be resolved with a hit counter variable. If player is not on floor and gets hit, increment the variable and then set the player to not take damage or react to being hit until they hit the ground. Keep them immune till they stand up. Then reset the variable to 0. The variable will give you a way to implement limited air/juggle combos as well.

    If wanted you could even go slow motion for the final hit of the combo and the fall afterward.

    Just an idea...

  • Nice work! Mist have been a pain. So are you having them move toward the next closest waypoint, or setting a variable that tells them what the next waypoint is?

  • Not quite sure on that one. Usually I see stuff like that when the origin points for pinning object together are wrong or if the players collision polygon changes during the animation. If I get time when I get home tonight I can try and see if I can find the issue.

    On another note, I haven't looked at the updated CAPX yet since I am at work, but you may want to try using the pinned behavior instead of setting the objects x, y coordinates to another object. I may be remembering this wrong, but I thought you were using the x, y coordinates to stick objects to eachother...

  • I was referring to events in the event sheet that happen in response to something, or they may be called conditions. Instead of constantly testing for something, you can simply create a condition like:

    On Z pressed:

    If down arrow is pressed Slide

    Else

    Jump

    That way every tick it's not testing for your condition. When you hit the Z key, it checks to see if the other conditions are true, then reacts. That way when the Z key is not being pressed, you are not wasting processing by looking for it.

    Some types of events are triggered by certain things happening like key presses. For these you don't have to check every tick. Every tick should be used as little as possible. The more things that run every tick, the more your code has to check for and it doesn't scale well once you start getting multiple enemies, etc...

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  • On a side note, how are you handling the pathing for the enemies?

  • Beautiful game so far, I am definitely loving it. I have the rough planning for a TD game for a future project. Currently working on 2 platformers right now though. Then I decide on if I want to do my TD or my RPG next.

  • Just figured I would give a bit of feedback or food for thought.

    I love the slide but I am pretty sure there may be a more efficient way to do it. If I get time this week I will see if I can come up with a more simple version that keeps all the functionality. I also love the jump behavior of setting Y to 1 when they let go, that really does give it that nice controlled feeling to your jumps, just like in megaman! Great job with that bit of logic.

    Try to use every tick as little as possible. Most of the things you are doing in it can be done using the pin behavior. This allows you to pin object to eachother without having to explicitly use the every tick check. I avoid it where ever possible to cut down on the overhead of the checks being made. Try to use events whenever possible so that your code, etc... does not fire unles that event occurs.

    Loving what you have done so far, keep it up! If you need any help on double jump or wall jumps, check my tutorials.

  • Awesome work! Checking out your CAPX now. Been thinking of doing a slide move, I have double jump and wall jump down, next will be a Dash and an Air Dash...

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BluePhaze

Member since 20 Dec, 2012

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