immortalx's Recent Forum Activity

  • Confirmed

    EDIT: It downloads successfully but it seems you are using the latest beta so I can't open it.

  • The link in your reply is getting cut by the forum software and is also not "live" due to rep below 500. Post it as plain text and put an asterisk in the url like this "h*tps" so that anyone can copy and paste the link.

  • This is a truly outstanding game! It's up there with the best and shows really well what can be done in C2.

    Mega congratulations man!

  • It would help if you could attach a capx file to identify the issue, but the forum rules require a rep of at least 250 to do that.

    Can you try and explain how you have set up the movement and shooting?

  • This is because you probably set the collision polygon for a single frame. Open your sprite, select the "Set collision polygon tool" and then right click on sprite-->Apply to whole animation

  • For collisions with enemies you can add the "Is On Layer" condition in your collision events to filter out objects on other layers.

    Unless you talk about solids, which is a different beast and might be better treated by grouping them into a family.

  • Wow, talk about an addictive game! Beautiful art and very polished, congratulations man!

  • Thanks vtrix, it seems you and spongehammer were right!. Tracking for a change in X position alone did the trick. I was also checking for Platform->Is Moving condition, but that apparently means a change in both X and Y.

    Consider this solved and I hope someone will find this camera useful.

    New capx:

    h*tps://dl.dropboxusercontent.com/u/14855413/lookaheadcamera2.capx

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  • spongehammer Thanks a lot for taking the time to check this!

    I tried your suggestion by making an instance variable and storing the X value every tick. Then I do a comparison on the variable and it works partially (camera stops going ahead when static-jumping), but when the camera is in reset mode the static-jump cancels out that movement.

    My post count doesn't allow me to post screenshots so that I can explain better what I mean.

    Any suggestion is welcome

  • bclikesyou Thanks for the bump

    C-7 I noticed that too and it seems the best workaround!

  • Hi guys.

    I've made a simple look ahead camera that has a quick "forward focus" effect when the player is running, but has a slower reset time when the player stops. It seems to work well except when doing a static jump. In that case I want it to behave like when the player has stopped moving, but I can't for the life of me figure out how! Any help would be appreciated.

    The way it works is by pinning an invisible box sprite to the player sprite and constantly adjusting the box's width. The box sprite has its origin and one additional image point at opposite ends. That way, it only grows at the direction the player is facing and the window scrolls to the aforementioned image point.

    I hope my English makes sense and forgive any mistakes cause it's not my mother tongue!

    dl.dropboxusercontent.com/u/14855413/lookaheadcamera.capx

  • Oh man, I'm dying to play a demo of this! I like the fast and snappy movement of that character!

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immortalx

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