Colludium's Recent Forum Activity

  • Welcome to the forum! Making a platform behavior that uses the physics plugin is no easy task, but it can be done with some trial and error (to get the effect you're after). I suggest you experiment with adjusting the example capxs for physics that are bundled with c2; group filtering is achieved by setting enable/disable collisions in the physics behavior. I haven't checked to see if there's a tutorial for using physics to make a platform behavior, but if you're going to use the physics then you need to be fully familiar with how the plugin works (and its limitations) first. If you tag using - ie Colludium or whoever then they'll get a notification.

  • Check out the time and date plugin so you can capture and save the system time.

  • You need to investigate web fonts or sprite fonts in the manual. Sprite fonts are less flexible but are rendered more predictably in different browsers or wrappers.

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  • I'm afraid that this is simply not possible with the c2 solid behavior. It's been asked for many times before but has never made it to the top of the to-do list. If you have the time and patience then you can create your own platform behavior using events (you can do collision group filtering using the physics plugin, and you could use that as the basis for your platform behavior).

  • TiAm, thanks mate. And you make a very good point about making sure the game is fun - both to play and to make. Badlands looks excellent - any idea what engine was used?

  • How do you know that line of code equates to the else condition? If you disable the else does the error still happen? I note that the other function calls also send parameters whereas the call after the else does not - perhaps that could be the source of the undefined error. Hard to say any more from the images.

  • Each time it is called in the "findpath" function, the for each XY element loops through the whole Path array. During that loop-through, every time the Else is triggered (which could be a lot, depending on how many "F" values it contains) it then calls the "findpath" function to run the for each XY element loop all over again... Which means it will run the for each XY loop as an infinitely self-triggering loop. I think... from looking at the event sheet.

  • mattb - thank you. You're quite right, of course, I should not let myself become distracted by the theme / color scheme. The problem I have to contend with is my design philosophy because I like to tinker with the graphics and effects as I build the game up... which is why I've ended up where I am with a silhouette character running around in scenes of evolving art-type. I'll keep thinking about it but won't let it hinder my progress. Thanks as well for the offer of testing - I may well call on you when I have a couple of completed levels worthy of testing, to make sure I'm not missing something important. Cheers.

  • Of course people are entitled to their opinions and feedback can be very useful, however it's also worth remembering that some people are just mouth breathing pond life

    Thank you, spongehammer, for your support. I do this as a hobby so (thankfully) my family aren't reliant on my success... Your description of some of these people was quite refreshing - thanks!!

    DrewMelton - thank you as well for your sound advice.

    So, the quest continues (for the time-being, at least)....

  • Thanks

    Just for interest's sake, it's being made using the stock Physics plugin. So far, so good (thanks to Ruskul for helping me out with a quick code amendment to allow me to add kinematic bodies, should the need arise).

    The reception on Steam Greenlight Concepts and FB indie devs has been rather cold (and a tad hostile from some) because of the game's appearance. It seems that any game using physics puzzles and silhouettes will instantly be compared (with 'clone' accusations abounding) to Limbo... I'm having a good think about whether or not to invest the next few months of my time trying to make this work as a full-up game, or just put it down to learning.... The snag is that using silhouettes allows me to get away with much more simple graphics than I would otherwise have to use; even the animated character is full of limb-position crimes that you can't see because it's all black. I also like the visual appearance the silhouette gives... Meh...

  • Mate, more than happy to help! I enjoy the puzzle solving aspect of game design as much as playing the games....

  • This version sets the sprite's velocity according to its distance from the mouse X/Y - ie, it shouldn't over-swing or oscillate.

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Colludium

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