Colludium's Recent Forum Activity

  • As you have the events, when you go to a different layout from Layout1, you have not recorded where you came from, so on the next layout you try to create an object at Exit.LeadsTo where neither LeadsTo equals the previous layout's name. You could use On End of Layout and store the current layout's name in a variable, then compare that variable to the Exit.LeadsTo in the create function. There's another problem you will encounter when you fix that issue - when you create a player on top of an exit, the on collision trigger will fire and you'll end up travelling to a different room, only for the player to be created on top of an exit again, and so on, every tick...

  • , I should have thought of trying this earlier: use the browser object to execute the javascript commands in my link above. It works on windows so it should work on osx as well .

  • Without being able to look at a capx of what's going on it's almost impossible to diagnose what's going on from a screen of some events. It's not clear where your CurrentLevel variable is set... If that is after the position function then that could explain why it's not working as you hope.

  • Are you creating the player object at the start of the layout, or is it on a global layer?

  • Great art style .

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  • terrancd has some good ideas. I've not done a card game, but one sprite containing all the card images and arrays for data management are definitely the way to go.

  • Some recent changes and snags I've been doing battle with:

    • New rope climb mechanics. I have to confess that I still don't think it's perfect, so it's going to get some more attention over the coming days and weeks.
    • New player mode detection. Part of the player's FSM control is through an invisible ground detector sprite. Previously that was used in conjunction with a Spriter animation check to determine any change of FSM state. It was glitchy, though, as if the Spriter values weren't returning the correct value (animation name / time in current animation loop). I think that the problem may have been down to animation blends - it's hard to be sure. Anyway, it's all fixed now by means of a simple timer variable (kind of like: if Player.Time_Next_Phase < time then change ********* It seems so much more reliable (mental note for the future there).
    • Change of player collision poly. Part of the above FSM problem was caused by the shape of the player's collision poly. It's not static - it sometimes changes depending on what mode of play you're in - but the problem I encountered was actually caused by not having vertical sides to the poly shape. The slight slopes caused the player to hang up or delay falling in some situations, which looked glitchy. Fixed now (for now....!!!!).
    • Level 1 instructions. The ********* get on with it and figure out what you're doing has been replaced by a softer approach. Level 1 now has some on-screen instructions to help you through the first couple of puzzles. I'm clearly soft at heart.
    • Level 1 start updated as well. Now there's something slightly better than a wall to stop you from walking left off screen...
    • Level 3 has now been completed. Well, the fundamental puzzles have; I'm still adding sound effects and a little eye candy. It includes a couple of water based puzzles, sharp and hazardous machinery, and (of course) a robot or two. The robots are going to put in an appearance later in the game, I'm sure. Maybe they will invite some friends along... Oh, I mustn't forget - there's a hidden room - which is easy to get to but hard to unlock.... Very hard. Hopefully not too hard.

    So, the big question now is what theme should level 4 be on? I'm thinking of a suburban scene or a derelict hospital....??

  • Lol

  • Robots... Here's one - I'm sure there'll be more!

  • Outstanding!

    Edit - Are you using the platform behavior or a control derived from the physics plugin? This is a blind stab in the dark. If your player collision polygon changes so that some of it instantly overlaps a jump-through solid, then the platformer engine can assume a fall through is enabled... Just a guess . Your artwork is simply excellent.

  • The only way to work around this bug is to turn preview effects to off.

    Here's an easy link to the capx: https://www.dropbox.com/s/ut67r8gum6ck3 ... capx?raw=1

  • v1.0.0.97 is out - no more superman flying....

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Colludium

Member since 26 Aug, 2013

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