heyguy's Recent Forum Activity

  • Gmoney Hey I tried to use your capx example but it won't open. It's giving me an error saying I'm missing "Behavior "Line" by Rex.Rainbow. I have the folders for both MoveTo and Spline in my behaviors folder.

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    Unfortunately the guy mentions a part 2 but they never created a part 2 :-/

    Might also want to check these files out. They're examples of 2.5D movement. You can download the capx where it says "download the source".

    https://www.scirra.com/arcade/tutorial- ... -4684?cp=8

    https://www.scirra.com/arcade/tutorial- ... ights-5508

  • I'm also trying to create this or something similar to this. I've collected a couple of different capx examples and posts. I'm trying to create some sort of roller coaster or rail system. Nothing working yet but if I figure it out, I'll post it. You might want to check this tutorial. Could be a way to possibly create a platform to move a long a path

    https://www.scirra.com/tutorials/1367/a ... -waypoints

    A possible easier way to create what you trying to create would be to use the Rex spline plug in behavior. Check out the demo.

    behavior-rex-spline_t178563

  • Did you see the two examples I posted before?

    https://www.scirra.com/arcade/tutorial- ... -4684?cp=8

    https://www.scirra.com/arcade/tutorial- ... ights-5508

    You can download the capx to both where it says download the source. They have perfect z/8 directional/2.5d jumping. Anyway, hope some else can help you out!

  • Hey all! There are few things I'd like to pick up on the Scirra store. Some A.I. templates and that $2.39 platformer template. I basically want to learn how to create more interesting A.I. patterns and also maybe see an example of game that's efficiently coded and laid out. I'm not sure I understand all the license stuff and legal-ese though. I don't plan on "using" or "modifying" or "expanding" anything I buy to build/create a game. If I buy anything, it'll be for learning purposes only. I'm already creating a game with my own artwork, story, characters, game ideas, etc. And I've invested hundreds of hours into this already. Anything I learn will go towards the improvement and betterment of my game.

    Will I owe someone something because my enemies act similarly to ones in a template? Will my game no longer by my game if I decide to buy something off the store? Sorry if this is a dumb question, just looking for some clarification. Thanks!

  • Thanks so much for the help Tekniko! You explaining the steps really helped! So I'm beginning with a zip line type effect for now. Barrel effect will come after. I've run into some issues creating this though. Gifs and Capx included. A,D, space to control.

    I'm experimenting with two different ways of creating the zip line effect. One way is a Pin/UnPin and the other by setting the position of the player to the zipline Every Tick. I can't get this second way to work properly. The player disappears during the "ride" from a to b. Can I fix this?

    Set Pos Every Tick

    PIN

    Also, I'm confusing myself trying to make this thing go in reverse. I need the player to be able to move back and forth on the zip line. This is breaking for me. It works on the pin/unpin version but it goes crazy. It flips my player collision upside down. I know what I'm doing wrong in the Set Position Every Tick version but I'm not sure how to get around it. I'm creating some sort of infinite loop before even using the zip line causing it to move by itself.

    Anyway, am I laying out the code correctly for this in general? Should I be using more functions? I want it to look like my character is actually hanging on to the bottom of the "zipline" with his hand. I guess I'd have to create some sort of extra sprite overlapper that spawns on my player's hand during a jump so I can check if it overlaps with the zip line? If the player's hand overlaps with the zipline, then set the player sprite to certain image point and begin the ride?

    https://www.dropbox.com/s/r3p8ic5kcuij8 ... .capx?dl=0

    edit: i thought what might have been making my collision weird was the -180 bullet angle of motion but even when set to 180, my player's collision still gets flipped/reversed/trippy

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  • Hello all! I'm trying to recreate this kind of behavior or effect. Something like the Donkey Kong Country SNES barrel blasts that moves the player in a direction for a certain amount. Or a zip line effect like in Metroid: Zero Mission. Or imagine Far Cry 3, ziplining down from a tower to the forest ground! Something that takes the player from point A to point B.

    https://youtu.be/BrA23yJ10Ng?t=174

    Video of the zipline in Metroid: Zero Mission

    So I've only just started trying to implement this. I'll add a capx of my work when I've got more solid stuff. Right now, I'm curious on how I might do this effect and I'd appreciate any tips. I'm sure there are probably many ways to replicate this. Currently, I'm trying to use the plugin behaviour MoveTo to move the player horizontally 200 pixels for 2 seconds. It's looking a bit wacky. I also found this tutorial that seems like it might be useful to me so I'm going to examine it after work.

    https://www.scirra.com/tutorials/1367/a ... -waypoints

    Anyway, I'm wondering how I can recreate this effect and if there's an easy way to do it. Thanks!

  • This stuff is definitely beyond me! But one day I'll attempt making my own overhead action rpg. Or beat-em up! That's why I've favorited these two scirra arcade games.

    https://www.scirra.com/arcade/tutorial- ... -4684?cp=8

    https://www.scirra.com/arcade/tutorial- ... ights-5508

    The pages both include downloads to the source capx and both files basically have examples of smooth overhead/2.5/8 directional jumping. Maybe this can help you? The author straight up says "on summer nights" is the superior capx. There's some bugs in the "golden axe" capx. You can somehow fall through the stage.

  • MPPlantOfficial So I'm making a side scroller game and I've got enemies that don't fall off "ledges" or platforms. I basically attached or pinned a small sprite to enemy sprites front foot ( or whatever) and the events say if the small sprite is not overlapping with the tilemap, turn the enemy around. Hope that helps!

    LaDestitute Keep up the good work! This looks really cool and would definitely be a great addition to the store! How did you create the spinning triforce pieces into the title screen? Did you record video of ALTTP's intro or did you actually code that stuff?

  • Hey grymmjack, no I'm not using 2 overlapping sprites with sines the way you are. I think I did get rid of my flicker issue though. So what I did was place every sprite object on the editor into the actual layout window. I had a lot of sprites outside the layout in the margins and stuff. I also went through and made sure sprites were not overlapping with other sprites. That kind of fixed the issue for me. I haven't noticed any more flickering. Try it out!

    Thanks for mentioning jermentor, udemy and ifelselearn! Bookmarked!

  • c13303 Hey! Glad you liked the mini-map! I did a bunch of research and came up with this idea in order to avoid arrays Never saw anything like this on the forums so I knew I had to share it with the community! The system definitely needs tweaks though. If you improve it in anyway, let me know! The old capx had an unnecessary step that shrunk the mini-map sprite and made it blurry.

    Yes, my window size is small. I'm trying to replicated a NES feel and look so I went with NES resolution. I've changed it to 400x224 now to go 16:9.

    So I've finally started tested on mobile (my Motorola Moto G 3rd Gen) and the mini-map does have a serious impact on performance. I never planned on having a mini-map for the mobile game. Not enough room, a regular map on the pause screen will suffice. I didn't think mobile could handle a picture-in-picture effect anyway but it was interesting to test! I was getting 8-13 FPS with the mini-map. Now I'm getting 27-37. Much optimization to be done! There doesn't seem to be any impact on desktop and laptop performance. But I'm testing at 400x224 though so maybe different resolutions affect performance differently?

    So what does everyone think about be able to control both the player movement and the aim of the gun with a single virtual analog stick?

  • Very impressive concept and execution! temple1997 has a good suggestion regarding letting the player shoot toward the position of the mouse. There are a lot of enemies right now to shoot and dodge.

    How far will you take your game? Will you have world with enemies with more complex behaviors (not moving left or right)? Some comments/feedback:

    • I think you should pick less over the top music and even have them change by layout.

    -I guess you know this but the planet I land on is not the same planet I take off from and land on again. Sometimes I'll take off from a planet and spawn in the middle of space. It would help atmosphere if that were fixed.

    Can you talk a little about your process for procedurally generating your planets? I noticed that some planets had the same background with only with some sort of color overlay as differences. I think that's one pretty cool way to handle procedural generation!

    You should take a look at this tutorial if you haven't already! It has an example capx on how to make sprites with randomly generated hair, weapons, clothing, etc. Could help you make a variety of different wildlife with wings, tentacles, any number of legs, weird torsos and so much more!! Keep up the good work, this is really interesting!

    edit: forgot the link!

    https://www.scirra.com/tutorials/1306/s ... eapons-etc

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heyguy

Member since 18 Jul, 2014

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