Burvey's Recent Forum Activity

  • Works correctly for me as well. Construct 154/firefox 26, but I'm using windows 8.1

  • Use the sine behavior to move the heads up and down, and just use bullet behavior to make them move across the screen.

  • I don't think you're giving enough information. Can you provide a capx? Are both objects on the same layer?

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  • "took up setting up a boolean to get it working"

    It shouldn't have though. Something doesn't seem right. Is there no way you can share a capx?

  • I really don't know. It's possible.

  • Make another object the same size as your character. Match up the new object and your character in the editor. Pin that object to your character. Make the object invisible. Change the objects collision polygons so that it matches up with your characters feet. Make sure that you leave a pixel or two on each side, you might need to play around a little to get it exactly how you want it. Set up that object in your events so it does damage to enemies, rather then your character. Also, you may need to update the collision polygons on your character so you aren't also taking damage when you jump on the enemy.

    There are probably better ways to do it but that will work and get you started in the right direction.

  • Sounds like you figured out the issue. :)

  • Most likely some of your settings in construct 2 are incorrect. Can you post a capx?

  • Try this. If it doesn't work for you then it's an issue with your controller. If it does then clone it to work with your sprites.

    dennisburch.info/gamepadanimationtest.capx

  • I had that exact same problem until I learned that you can choose the different tilemaps to edit from the z order bar.

  • Did you make sure they all have the solid behavior?

  • There are as many different types of players as there are different types of games, and that's a good thing. If someone doesn't like the way one game plays out, or if it's too easy or too hard for them, there are literally thousands of other games out there to choose from. What's too difficult for one person will be the perfect challenge for another and too easy for yet another. It's just how it is. :) At least in the case of the 3d Mario game they are giving the player an option to continue if it's too hard. They don't HAVE to use it, it's their choice. If the option weren't available perhaps some people would give up and go play another of those thousands of available games mentioned above. In my opinion it's better for the game designer to at least offer some kind of "out" for people who simply don't have the skill to get through the difficult levels. It's a form of player retention. :)

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Burvey

Member since 5 Oct, 2013

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