BluePhaze's Recent Forum Activity

  • Updated to include link to my double jump tutorial as well...

    Hello All,

    I have completed my Platform Enhancement - Wall Jumping tutorial. Feel free to let me know what you think. It covers not only various options for creating a wall jump behavior in game, but also ways to enhance it with limiting it via variables as well as granting it as a power up and other various enhancements. This is my first tutorial on the site so I welcome your feedback.

    Platformer Enhancement - Wall Jumping

    Platformer Enhancement - Double Jump

    Thanks...

  • Why not have 2 different sprites that use the same graphic. One that has physics and one that does not so you can pass through it. Just swap one for the other as needed.

  • One point I am confused on... 1280x960 = 720? I thought 1280x720 was 720p... that drops 240 rows of pixels off your project at 1280 each, that is quite a saving just by scaling from 960 down to 720 on your height...

  • I test all my games on my Surface RT, it makes a great baseline.

  • Just some additional notes and clarification:

    • Windows 8 apps use the default browser which is IE10 which does not support webGL.
    • Windows RT and Windows 8 will both run your apps and performance should be relatively similar (though Windows 8 can have beefier CPU and Video depending on the device).
    • If you want to run Construct 2 on your Windows machine/tablet, it will have to be Windows 8 not Windows RT. RT does not support the install of desktop applications, only windows store apps which Construct is not.
    • The above also means that apps exported to .exe format will not work on Windows RT devices. They need to be built as Metro apps and published to the MS Store.
    • Minimum Screen Resolution for Windows 8/RT apps is 1366x768
    • You need to implement windows 8 features such as Snap View, etc... the metro plugin handles most of this for you.

    Hope this helps,

    James Waymire

  • You can easily setup an event for on collision with player2 and do the same for the other player. At that point you can make them react any way you want.

  • It looks like that particular zombie is set to walk right first. But on spawn it is placed facing left. I can't tell from your logic, but it looks like the zombie is being moved to the right but the platform simulate movement is not being used possibly... can't really tell what the issue is yet, I will keep looking though.

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  • That is awesome to hear! I can't wait to show you what my team comes up with using Spriter and C2. It's a large part of my strategy for making my workflow smoother and allowing my artist to focus on pieces at a time instead of entire poses.

  • Check the basics, video card drivers up to date, layers are not on top of the sprite layer, layer backgrounds set to transparent, etc...

  • Each platform has it's own supported options. You should look into the documentation for Android and iOS apps on the relevant sites. Another option though is to look at the various plugins and platform export tools that are available as they have options as well. In particular I would look at: appmobi, cocoonjs, clay.io, and some of the other plugins as they have support for in app ads depending on which platform you are targeting.

  • I'm using the platform behavior, in which i changed the speed property to something faster then the walk. Then you just make and use a timer variable for how long you want to let them dash. Nothing complicated really.

    I'll send you a striped down version if you want, when i dig up the project file. 8)

    Ah ok, so you are just temporarily speeding things up. I have a run/turbo button in mine where I set the player max speed while it is held down which works similar. I like the timer idea for the dash. One thing I am still trying to get a good method for is an air dash that does not have any downward movement until the dash ends, basically they just shoot forward a certain amount of pixels (and can be used as an air attack). Then at the end of that air dash they can then execute one in another direction as well. For example, I jump up, do a forward air dash which shoots me forward a few hundred pixels, the as that dash ends I can also start an upward air dash directly as I finish the previous dash. So they can dash twice from one jump, but the dashes cannot both be aimed in the same direction. Combining this with my wall jumping techniques I think will lead to some interesting ways for the player to explore the environment and try to find routes to get to areas that would otherwise be unreachable...

    I have a few ways to do it so far, just iterating on the method until I have it as simplified and responsive as possible.

  • I am not quite sure I understand the question... how do you stop what from interacting with Hidden layers?

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BluePhaze

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