BACLog's Recent Forum Activity

  • I honestly have been so busy with other projects I have not touched this project in quite some time, I am getting ready to release my first completed C2 project. I have made several small projects this being one of them and they all helped to get a better grasp on C2 as far as I can tell this is where the megaman project ended not sure if it is the same one uploaded or not but i'll link to the .capx I have saved.

    I have not looked at it in a long time so I dont even remember what I have done.

    https://dl.dropboxusercontent.com/u/45198/Megadude.capx

    and this is a megaman X style wall cling

    https://dl.dropboxusercontent.com/u/45198/MMXWallJump.capx

  • I have always done this by using variables, have a Boolean of "idle" or something and have a different action for if true or if false, set the boolean to be true or false if player is running or not.

  • if it is just certain sections of the level, make a gradient from transparent to black in photoshop, make sure you have the transparency then save it as a .png import it into the game and leave it in the area it fades into.

    example

    https://dl.dropboxusercontent.com/u/45198/fade.capx

  • this is simple just use your "scroll to(Exa1.X, Exa1.Y)"

    but have it look like

    "scroll to(Exa1.X, Exa1.Y+50)"

    or whatever amount of pixel height change you want,

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  • haha, fairly fun, I enjoyed the section where you have to walk off the ledge and double jump mid fall to get to the next platform.

    your level design was good and enjoyable.

    art wasn't bad either, I liked the clouds.

    make something longer next time I would enjoy playing it.

  • or set the even where the health is removed to only trigger once.

  • 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.

  • dont use physics for the crate pushing, give the crate 8way directional behavior or platform behavior and create the effects you want.

  • I always assume f2 and f4 being the save and load keys, but i dont know.

  • Here is a capx i made for someone else, http://dl.dropbox.com/u/45198/Doors.capx

    it is basically the same thing but just in the same layout. so all you would do is when the door opened rather then moving the player to the other door, set global variable, and goto layout 2.

    make sense? if not i can make an example for you.

  • Just use a global variable, and based on what that variable is set to, have the player character spawn there.

    E.G.

    Player leaves layout 1

        >from exit Point A

            >set global variable to layout1A, AND go to layout 2

        >from exit Point B

            >set global variable to layout1B, AND go to layout 2

        >from exit Point C

            >set global variable to layout1C, AND go to layout 2

    Then on the start of layout 2's event sheet.

    start of layout

       >global variable is set to "layout1A"

           >spawn player at "entrance A"

       >global variable is set to "layout1B"

           >spawn player at "entrance B"

       >global variable is set to "layout1C"

           >spawn player at "entrance C"

    So on and so forth.

    example I used a Text variable, you could also just use a number system but i like text as it is easier to understand.

  • I'm not quite sure which bit you're stuck on... to implement the camera "box", you want an invisible sprite that's either pinned to the player or has its own logic/movement functions depending on how you want to control lag/lookahead etc.

    Then to actually move the camera, use the system Scroll To action.

    thanks for the reply, I actually got the system working exactly how i want it to.

    I did not want the box to be pinned to the player but to have the player "push" the box as he touched the edges so the player would always be constrained within the box, but the box would move at the edges, this would allow for the camera to follow but when making adjustments on platforms the camera would be stationary unless the player moved more then 16 pixels left or right, or 180 pixels up and down.

    I have solved my problem after taking a break from it and coming back to the project I got it to work by just testing the "camerabox.x" vs the "playerbox.x" and if "playerbox.x" was greater then 16 pixels move it in that direction.

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BACLog

Member since 15 Jan, 2013

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