Burvey's Recent Forum Activity

  • Do a google search for Construct 2 virtual pet. There are some video and HTML5 tutorials on how to make the type of game. There's also some virtual pet game assets in the scirra store when/if you need them.

  • If it were me I would just make a few comments above the event and explain what is what. If you really need to you could make blank sub events and move the events to each and comment those out. Then you could move them back after your friends understand what everything is doing.

  • Thank you. That's a bit more code then I wanted to use, but I'm sure it will help somebody in the future. I was able to get the exact rotation to work by simply adding a variable as discussed above, but I then decided to scrap the rotating effect for something else. Thanks again though!

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  • I just posted my games teaser trailer video in the works in progress thread. I forgot about this thread. Rather then re-post I'll just link to the other thread.

    The direct link is also in my signature if you don't care about the other WIP stuff.

    Thanks for looking.

  • Endoro's Quest is a zero-budget hobby project made by me in my spare time using C2. The game draws inspiration from text based games such as Gemstone IV and classic NES and SNES style games such as Zelda 2 and Castlevania. I have been working on the project for about 3 years and I estimate another 1-2 years of work before public release.

    This is a pre-alpha teaser trailer. It contains some place holder assets and may not be an accurate representation of the final version.

    The trailer was made using C2, exported as nw.js and recorded directly from the screen with no additional post editing outside of C2.

    https://youtu.be/CVcNTc1cRGk

    PS - I'm currently looking for a pixel artist to collaborate with me on the project. I need some enemy and npc placeholder sprites redrawn. If you're interested in helping out with the project please let me know.

  • Depending on where the camera and scroll-to shake are located and how your layers are set up the player could appear to jump when it's really not. You likely just need to play around with the position of the shake as well as the magnitude.

  • That's what I was trying but it isn't exact (the sprite ends up slightly off depending on how the ticks fall). I thought about adding a variable and after the rotation is done just setting it back to 360 degrees so it looks correct, but I thought there might be something better (simple) that I didn't think of.

  • I know I'm missing something simple but I can't get it to work correctly.

  • Something else that you aren't thinking about is likely overriding your animation. For example, your walking animation may be triggering to play before the jump finishes. A capx would help to see the issue. If that's the case then you could fix it by adding another condition to your animations (Something like play walking animation if jumping animation isn't playing). Eventually you'll want to set up animation states to take care of these kind of things. There are a few good tutorials on setting them up.

  • It's likely something in your code. If you post your capx someone can help you.

  • Look into either the persistent object behavior or global layouts (depending on what you need). It's hard to tell without a capx.

  • Like Plinkie said, something is up with what happens at death. My guess would be that you have something like If Damage = 0 Then Die. What you really want If Damage is = or less than 0 Than Die.

    Edit: Never mind, Plinkie said the exact same thing. I need to get better glasses.

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Burvey

Member since 5 Oct, 2013

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