fassFlash's Recent Forum Activity

  • I thought of the same as Pixel, but I understood that it is not what you want.

  • Yeah, I get it. Now how do I make my physics object not go under the layout? Why doesn't it detect my Solid objects? How do I fix it?

  • Come ON, what's so hard about this question?

  • For falling faster: Make something like this

    On downarrow down+Platform:in air(not on a platform): Move the hero down. I can't explain it different.

    For the blocks: First method. make 2 bounding boxes, when 1 of the boxes, the upper one, is collided with the hero it destroys. Second method: When the Hero's Y is higher than the block's Y and they collide => destroy the block.

    Good luck finding a graphic designer

  • Global variables. Look it up. That is all.

  • Families. Look it up. Not available in free edition.

  • You can do this: Each time you earn a point you s... Hmm...Well, you must us... I dunno.

  • Using Pokemon buildings is a bad choice from the start. But as someone said, you better learn. Unless you want to make a tribute to the old video games like IWBTG.

  • The physics object and the platform itself have the solid behavior, and the physics object still goes through it. Any solution other than applying the platform behavior to the object and disabling the controls?

  • Game Freak doesn't care if you use it's sprites. Just look at I Wanna Be The Guy and the amount of sprites from Nintendo games! And they said, we don't care.

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  • This game is f*cking sh*tting me. I mean, why do the some jumps have to be so hard? I have to go veeery slowly to the edge, just enough to not to fall down and jump. I would understand if I had flying enemies that would encourage me to do the hard jump quickly and think fast, but when you have no time limit(DON'T ADD IT PLEASE) and no enemies, it's just boring to do those jumps. As you said, it's just trial and error. But trial and error isn't always fun. Thinking is fun! Make your future games have more thought other than trial and error mechanics. And the jumping part makes sick a bit,too. I noticed that when you jump and hold the up button (change it to spacebar or something else,please, the jumps will be more accurate if you do so), it feels like Pepo bumps into something solid and invisible and then goes down. So I don't use regularly the full jump with holding the up button and just use quick hops when I want to jump over an enemy in the middle of spikes. But the little jumps are USELESS when you are doing the hard jumps! So you have to do the "WHEE I AM FLYING- wait, what is that invisible platform I bump into?F*ck this, I am going down" jumps.

    Pepo is not cute. Just making a circle and giving it huge eyes won't make it cute. Plus, it was already invented.(Spoiler:Kirby) But I guess it is forgivable since it is your prototype game to check out the awesomeness of Construct 2.

    And as always, good luck.

  • You better do the NES Zelda way.Or, you know, you can make an illusion that the whole world is one layout, but actually it is lots of layouts. I think this will happen like this:

    You are in Layout 1

    When you go to the edge of it, you see the stuff from the next layout, but actually it is copied from the second layout.

    When you go over the edge of Layout 1, the next Layout loads.And since the player saw no actual edge of the first layout, he will think it is a very big layout. Of course, you are going to <img src="smileys/smiley35.gif" border="0"> with global variables a lot.

    Also, make sure you don't use free edition. If you don't know what is the worst thing about free edition, it has got a limit of events, up to just 100. And in games like Poke a Moan or Zeal Dah you will run out of events very quickly. That's what happened to me. I wanted to make a Zelda game along with a platformer and a space shooter, but I saw that events have a limit and said "<img src="smileys/smiley35.gif" border="0"> this. I am uploading the whole thing.".

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fassFlash

Member since 27 Mar, 2013

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