anty21ro's Forum Posts

  • Thanks you !

  • Hi.

    I have a scrolling sprite that I want to be visible only when is over another sprite. Here is an example:

    postimg.cc/image/sq56afnax

    Can anyone help me with this? I have an example .capx that has to be modified here: dropbox.com/s/zjkxponkk24n0dr/TiledBGScrollingMask.capx

  • Hi.

    I want to replace all the "wait" actions in my project, because when I activate/deactivate the in-game menu I am using timescale, and sometimes things go wrong when I resume from paused in the time while a "wait" action is running.

    I have lots of events where I use "wait", I've added a screenshot with one of them.

    streamable.com/0kmie

    I've downloaded this plugins made by rex but I don't quite understand how they work, I would like to know if I can use them in a single event with lots of actions, like the image I uploaded.

    Thanks !

    Plugins:

    c2rexplugins.weebly.com/rex_timeline.html

    c2rexplugins.weebly.com/rex_duration.html

  • For the UI layer, you have to set layer parallax and scale rate to 0. And of course, the player has to be on a different layer.

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  • Hey !

    I've just gave the game a quick try and it seems that when the player is hanging on a ledge and I press jump, the player doesn't jumps higher enough so he can reach on top of the platform:

    https://streamable.com/t4wwx

    Edit: I forgot to say that I was using the gamepad, if I use the keyboard it runs fine.

    Another thing is when I save the game, then exit to windows, then open the game again and continue, this is what is happening:

    https://streamable.com/ztjox

    bullet and weapon effect angles are messed up.

    I would like to know what is the size of the background image and the other big sprites that you use in the game.

  • This is a pretty good game. Good job !

  • THX1138666 I like the art style. I think would look great on a mobile phone.

  • Ok ... but since I have other variables in that "set text" action that I reference, too, is it normal to be deleted ?

  • Problem Description

    I have a Sprite that has a few instance variables.

    In the event sheet, I've added an "every tick" event with a "set text" action where I set it to show me the parameters of the sprites instance variables.

    If I delete one of the instance variables, the "set text" action is automatically deleted from the event sheet.

    Attach a Capx

    https://www.dropbox.com/s/t3cvnov0s3mzt ... .capx?dl=0

    Operating System and Service Pack

    Win 7

    Construct 2 Version ID

    r255

  • I've player your demo about 20 minutes.

    What I noticed first is that the jump button (gamepad) is "B". I've played a few platformer games a while ago and all of them had the "A" button for jump and "X" or "B" for attack or use. Maybe is just a preference but I would change that <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> .

    When the player hangs on the edge of a platform and I want to jump on it: If the player is facing left and I press the "go to left" button and jump button it won't jump. ( https://www.dropbox.com/s/n7osr87tcqegw ... 6.jpg?dl=0 )

    Also, you could eliminate the walking animation while in the air.

    Soldiers are very easy to kill in some situations , depending on the position you and they have, and the environment around the player, for example:

    If I have some space around me its easy to jump or duck to evade the bullet.

    But if I have to jump to evade the bullet and I have a solid object atop (If I am on a long corridor or something) then I can't defend (Maybe a plasma shield for the player would help in those situations).

    PS. The game runs smooth at 60 fps on my pc( i5 3300Mhz, 8gb ram, gtx750Ti). The default resolution is 720p ?

  • Graphics are very well made , gameplay its pretty good. Good luck !

  • Awesome art Ahr ! I am sure the gameplay is the same.

  • You could try this , too:

    Player is overlapping ground at offset (y=16 or whatever) ---> On Space pressed simulate jump

    This way, I think player can jump before the collision with the ground.

    Ps: you can try adding another condition: Player is falling. Maybe would work better

  • Thank you !

  • Yes, you are right, is better like that . I've changed the event to "on pressed".

    I remember that a long time ago I used "On Pressed" for several times and it didn't worked right for me in that situation and after I changed to "On released", than it had. So I guess that's why I avoided using it since then .