MushroomKingdomr's Recent Forum Activity

  • I've just looked over both valid solutions; R0J0hound 's and 99Instances2Go 's, and I consider the former to be the best one, especially for my skill level, since it's simpler. This means this problem is now solved; I don't even have to test out R0J0's expression; I already know how it works. Thank you all for the help.

    By the way, mekonbekon , had I figured out how your 'solution' worked, and tried it out for myself, I might would have gotten a nasty surprise. Thank you, blackhornet , for catching that.

  • oosyrag: Thanks for showing me that; I can't believe I've never noticed them. I'll try using them, and I'll post when I test them out.

    And I'll look through the manual to learn everything I need to know. Just letting you know right now.

    Edit: I've just tested the new script:

    Unfortunately, I got the exact same result; the player falling through the floor and not even getting stuck. I will need further help on the problem. (Remember: I'm new, so I definitely won't be too good a C2 user.)

    2nd edit: I've figured it out myself; the player was falling through the floor mainly because I didn't set 'vsp' to 0 upon being about to collide with it, but I also found out that I could have my initial problem work with the collision and inverted overlapping events and still have pixel perfect vertical collision, as shown with my now-working script:

    This means this problem is now solved. Thanks to oosyrag (you're a lifesaver) for informing me of the BBox expressions. Yes, that was pret-ty dumb of me to ask this in hindsight, but now I've figured it out.

  • This problem would also be true for horizontal collisions, since I would be using essentially the same script. Basically, what I'm trying to do is have a Player object detect if they were about to collide with the floor, meaning 10 or less pixels away, there it is. This is part of if I wanted to make a platformer with events only, so that the mechanics were highly customizable, like if I wanted to make a Mario-style platformer with the same player mechanics as in the official games; this can't be done with the Platform Behavior, as least as far as I know.

    Here's the problem script:

    You would think at first, it was supposed to do its job, but the player acted the same way as without it or with it disabled: the player fell through the floor. In fact, in the debug menu, the player wasn't even getting stuck in the floor; there was no effect on the player at all. I'm already stumped. How could I have fixed this script? Or is this the wrong one? I took the general mechanic from GameMaker's same code if that helps.

    By the way, please excuse my frequent questions if you're bothered; let me repeat myself one more time: I don't want to go through any more trial and error, and searching for me is unreliable.

    I did look up how to do it on Google, and I actually got a match, but I didn't quite understand what was going on with the scripts in the post; I couldn't even do Sprite.Right - Right wasn't even an expression for Sprite - nor could I find any sort of expression for Top and Bottom - it wasn't even for C2, it was for Construct Classic. (Can you see why I don't search at all now? It's not even helping.)

    I can make a thread in its own right where I can ask beginner's questions if you feel it's a better solution, by the way.

  • What I mean by that is, for example: suppose there's a variable called vsp; if I wanted to get the sign of that variable, if it were positive, maybe at 121, it would be 1, but if it were negative, -23, it would be -1.

    The function: sign, actually exists in GameMaker, so it would have been easy for me, but I couldn't find a similar option in C2, and this event:

    Will make the result negative, no matter if vsp was positive or negative to begin with, rendering it useless in determining the variable's sign.

    I've tried other options similar to this one, but I've basically run out of ideas, and again, I don't want to go through any more trial and error to figure this out. Plus, again, searching for me is unreliable; when I looked it up, I couldn't get any results. Thank you for your support in advance.

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  • Here's my Super Mario art, fresh from the canvas:

    This is actually my profile picture at full size:

    Samantha; fan-character. I know; it's not the best, but it's better than what a 10-year-old me would have done:

    I actually created this with a greeting card maker, courtesy of Nintendo, and it's my Facebook cover photo and was at one point my desktop wallpaper:

    Princess Peach pixel art:

    And, moving away from Super Mario, a representation of what Undertale's main role would have looked like in the ZX Spectrum format:

  • AuShadow: Thanks for noticing that; sorry for the "glitch". I'll have the picture of my While loop up shortly.

    blackhornet: and oosyrag: Thanks for letting me know. Had I looked up the advanced event features tutorial yesterday, I would have understood While the same day I was having the problem with it.

    Therefore, this problem is now solved, and will be marked as that. However, it would be nice for me to see future examples so I can get a better understanding of While. (Although I'll still have the picture up, so those visiting this thread can understand my initial problem at a glance.)

  • So far, every time I've used it, it would create an infinite loop, causing the game to hang. What's worse, any tabs open at that time, including those on separate windows, would freeze, meaning I couldn't do anything on them; although I could close them though, there's a long delay between clicking the X and the tab actually closing, and in one instance just earlier, with the actual game, it wouldn't close at all. But newly opened tabs run just fine. I'm using Firefox if that helps.

    Edit: here's the problem script. Notice that the Stop Loop action is disabled:

    Here's the question: what would be proper examples to use the While condition in? I just don't understand it.

    I don't want to go through any more trial and error, and I've found searching unreliable; either too many results for me or not what I wanted.

    Please excuse me if this is a bad question; I'm new to C2, so you can expect me to make at least one newbie mistake, like potentially this one.

    Thank you for your support.

  • I know I probably won't get any reception from this, but this is Super Mario [Bros.] 4; the first part of the first stage, depicting Princess Peach:

    I actually have a "license change" at the ready; the same game with slightly different art and sound assets, called Jim and Pals in Brickland; at the same area of that stage, depicting Sally:

    This is just in case if I do release SMB4 (not on a major platform like Steam, but rather on the Scirra Arcade, for one), and it gets shut down by Nintendo, I'll be prepared.

    Both versions pay homage to Nintendo's official classic and New Super Mario Bros. series, technically. Overall, I hope it looks good to you.

    I absolutely loved simulation games back in my days of youth (I'm 20, by the way); I loved messing around with the tools to build whatever I wanted - at least until the money ran out. Two of these are actually Tycoon games; on par with sim games.

    Here's my top 5:

    5. SimTown (one of the Maxis Kids titles)

    4. RollerCoaster Tycoon 2

    3. SimThemePark (Original Playstation edition)

    2. RollerCoaster Tycoon 3

    1. SimCity 3000 (Loved the building editor)

  • Hello.

    My name is Matthew Slade. I live with my mother in a neighborhood house in Georgia, USA. I'm am an only child, besides my step-brother, and my dad has a step-son.

    I've found out about Construct 2 through what I consider an unusual way: searching "is it possible to distribute freeware on game maker forum" on Google; I was trying to see if I could do so, and lower down the list, I saw "Construct 2 is better than GameMaker: Studio"; a user was explaining on these very forums why, and after some research, I've decided to choose that over the latter; it was simpler for me, because I didn't have to work with a programming language, but the big deal-maker was that Scirra, the website distributing that program, was reminiscent of the old YoYo Games sandbox - something lost in recent years.

    I plan on creating Super Mario fan-games*, such as one similar to (but not exactly) the New Super Mario Bros. games**, those where Princess Peach is the main character, and a grittier, RPG-like version of the traditional games, games that use unexpected palettes for 8-bit graphics, and those that send good subliminal messages to players, among others, all of which will be wholesome - that is, no foul language, for example.***

    The most important part of my game development career is that I have fun in the process, and that it will be a very enjoyable experience for years and maybe decades to come. You can expect some great content come out of my work, so see you there.

    * They will be freeware, no matter what, and probably only distributed to the Scirra Arcade and as a download on a forum of mine due to legal concerns.

    ** They will actually be made "better"; for one, expanding on the usual, such as brick and item blocks.

    *** I am actually a wholesome person, just like the games.

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MushroomKingdomr

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