myibmaccount's Recent Forum Activity

  • Hi RamPack.

    Thanks for reply and comment on graphic style. Yeah I got it working in a round about way. well by setting the edge markers to solid.

    I am sure I will hit another hurdle soon enough, but just another opportunity for creativity I guess.

    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I have decided to attack this from a different angle and just make the edge markers solid. I will also make them opaque so player does not bump into them. I still have some transparent ones but I will place those against walls and such so as not to be in players way.

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  • Hello.

    Hopefully there is just something I am missing here but I have found that when following the platform tutorial (the jungle one) and implementing the enemy AI the enemy goes back and forth between the edge markers for the first few second but eventually goes beyond them.

    You can watch this for a few moments to see what I am saying:

    http://gassymule.site50.net/UHS/

    Here is the actual cap file:

    http://gassymule.site50.net/UHS.capx

    As you will see from the capx the logic is pretty simple.

  • I ended up storing the current animation state in a variable. I then use that state to determine what type of jump/fall/etc... animation to play. Here is a link to the running jumping etc...

    Animations

  • Thanks Super. Good talking with you. I will keep an eye out for any new games you place out in arcade. You are right the jump logic is incorrect/buggy.   I guess I will remove the capx now.

    best

  • Thanks BenGIJOE

    Thanks for the fix! I guess the issue with checking to see if platform is moving is that the moment you jump you are moving so the x platform is moving condition is never met.

    It seems that Ashley's platform tutorial probably needs to be updated to reflect your logic described here.

    Anyway thx my friend!

  • Yeah I basically just got rid of it for now. BTW I checked out your demo game - looks good, and I like the lighting effect.

  • Ok so not able to get this working yet. I think I might be able to sort this out another way, but since sub-events are a powerful aspect of C2 I am going to continue to work this issue out. Here is an updated link to my current capx:

    CAPX

  • Thanks for the feedback super. FYI:

    Character is from BlenderSwap. I just animated him and changed up the textures to suite my style.

  • Thanks for quick response superwifibattler

    Oops meant to include that capx.

    here you go:

    CAPX FILE

  • Hello All.

    Just starting playing with construct so following tutorials. I have run into a snag with the platform tutorial in regards to playing the jump from idle animation. Probably I just missed something Ashley was stating in tutorial... I have two animations:

    1. jump from running

    2. jump from idle

    However, even though I think I set the event logic right, my jump from running animation plays in both scenarios (whether the player is running or idle).

    Here is a snap shot of my event sheet:

    <img src="http://gassymule.site50.net/UHSEventSheet00.jpg" border="0" />

    Any help would be appreciate and sorry if this question was already posted but could not find it in forum.

    THANKS!!

    -Morgan

  • Hello All.

    As a father of 2 I do not have a bunch of money to throw around, I have played with other engines like Unity, Game Salad, etc... but none of them got me to purchase. What attracted me to this product was the dirt cheap price, the commitment of the 2 guys who developed it, and the grass roots effort of the community of people using it to help each other and to help make the product better.

    Looking forward to making some artful games with this engine.

    -MLJ

    <img src="smileys/smiley10.gif" border="0" align="middle" />

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myibmaccount

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