PixelRebirth's Forum Posts

  • What scidave said isn't probably the worst idea.

    Still I have a little cap for you using the List Box object. It's similar to an example I did for an online highscore using a flatfile. Click the blue square to get some points, enter your name and submit your score. Every time you submit a score the highscore will be saved to a file. Pretty simple and it's probably better to go the array/hashtable way somehow. Anyway I thought I'd share.

    Highscore example: Download

  • Maybe giving the player a flash would be a good idea too, its annoying how you have to wait 5 seconds to attack after hitting something and they can hit you any time they want.

    There is no fixed timeout where you can't attack. It's just while you are pushed back. As soon as you are on ground again, you can attack and be hurt again instantly too.

    [quote:pl5skjiq]Many a time I've gotten hit by a ghost, then on a head, then into a cliff.

    I know what you are getting at. There should be a short period of time, where the player can't be hit when he just was hurt. Should have been in the game in the first place. Will be added.

    [quote:pl5skjiq]Double Edit: Plus doing things while in the harvester is moot. Using the hydralics will get you killed, doing nothing will get you killed.

    Well, you have to use the hydraulic at the right time. When the arm is lifted up, the wheel will rotate faster doing way more damage. But if there are just 2 or less enemies you don't need to do anything. So with the right timing, you'll make it through the stage without using up all your energy.

    Edit: I was going to go for beating the first boss. But considering that, I'd have to get past the harvester first, considering that, I'll have to stop failing on the 5th screen.

    Well I can tell that you are trying.

    Maybe the walkthrough video I'm about to make will help some struggling players to beat the game.

    [quote:pl5skjiq]Third Edit: I complain too much.

    No way. I'm thankful for your input!

  • Thanks guys for the kind comments!

    PS

    Was Michael Myers a prototype for your Slasher Boy?

    Indeed Nowon. The idea was to make him look a little cuter version of Myers. It's all supposed to tie in with the western horror vs eastern horror story.

    Damn hard though, very unforgiving! I can get around the severe bounce back/falling to your death in most instances, but the little platforms with the hair walkers flicking back and forth are a little too much for me.

    Many remarks I get are about the game being too hard. I don't know really. I like my oldschool games pretty hard to be honest. It takes some time to get used to the gameplay I admit.

    Steven, try jumping a little besides the platform slashing the head at the right time.

    Maybe it would be interesting if people told me how far they got in the game. So if you made it past the first stage to the harvester or even to the boss, let me know! I offer a special credit in the game for anyone who beats the boss and is the first to prove it to me (screenshot of the final screen via email). Does that actually work as motivation?

    Love your graphics, Slasher Boy looks quite emo.

    Here's something helpful!

    Hit an enemy, then purposely overlap it while it is flashing. You shall now be immune to attacks from that creature until you leave the collision.

    Don't take away this bug please Mr. Pixel, or I shall eternally hate you or I'll complain about having so little lives. ;_;

    Good find ShadeKirby! I can be such a sloppy worker. But the bug will go for sure in the next update. There will also be extra lives to earn and a special attack. So it should have better balance.

  • So it's what you're looking for, yay!

    Basically Sprite.Left would be the X coordinate of the left edge of the object, Sprite.Right the X coordinate of the right edge obviously.

  • This may be what you're looking for, hopefully:

    http://upload.namelezz.net/downloader.php?file=3828287_perfectstop_002.cap

  • Okay is this supposed to become a physics game/tryout or something? Since the player has physics behavior, but you set its position with events. You don't want to do that if that's the case. Add force/velocity with events and stuff. And other things it collides with need to have physics behavior as well.

    Or is it just accidently in there and you absolutely want to move your sprite with events? Sprite.X + Value*TimeDelta Style?

  • Say I have A BOX moving along the X AXIS and it COLLIDES with another BOX so I want it to stop moving.

    You never actually stated which method you are using to move your sprite. And I still don't really get the problem tbh.

    If your using a movement behavior, you would just set the speed to 0 on collision or when overlapping.

    On collision between Sprite A and Sprite B

    Sprite A Set speed to 0

    Of course if your sprites are instances of the same object and picking is your problem, you'll need to add 2 different families to the object and check for collision between family A and family B instead.

    If it's still not what you're actually asking I suggest you throw in a cap.

  • I have placed two 64x64 boxes at each side of the level to stop the object from going beyond a certain point (most importantly the edge of the level).

    What Davio said. You don't need objects, just set the position it shouldn't travel beyond.

    Something like this: http://dl.getdropbox.com/u/2306601/StopRightNow_001z.cap

  • I had this stupid idea in the back of my head for a while. And when I read about the TDC Halloween Compo this year, I took the opportunity to finally start doing something about it.

    <img src="http://dl.getdropbox.com/u/2306601/slashshot1.png">

    So you're Slasher Boy, you jump around and slash enemies. It's your basic platformer with a horror theme and the occassional boss fight. I didn't get too much done in the one month's time of the competition (and normally wouldn't release something this unpolished publicly [well, anymore haha]), but at least it's playable and yes, there's a boss to fight indeed.

    I won't go too much in detail about story and controls here, you can see that stuff on the TDC site:

    http://create-games.com/download.asp?id=7969

    and the download link is there too. Maybe somebody wants to vote for me, LOL

    VERSION OUTDATED - CLICK HERE FOR CURRENT VERSION INFO AND DOWNLOAD

    I'd like to get some feedback in this thread about bugs and glitches and anything else too of course. There is always the chance that I'll continue this project. Updated versions would also be available here.

    Known bugs/glitches:

    * Animations might get stuck for a short time in the boss stage, has to do with the way I handled vertical platforms. It's minor really, still I should come around to fix it soon.

    * Weird score glitch in the harvester stage. Sometimes when you die, there will be no more score added for killing enemies or the score won't be shown at all. I just realized this shortly after uploading the game, might have something to do with event sheets I forgot to include.

    * Pretty important: I made a mistake setting up the harvester stage. So if you're on a CRT monitor with refresh rates of 85hz or even higher, the stage will become unbeatable. Don't go higher than 70hz. Obviously you'll have no problem using a typical TFT/LCD screen.

    * Hit a flying ghost, then purposely overlap it while it is flashing. You shall now be immune to attacks from that creature until you leave the collision. (thx to ShadeKirby500 for noticing!)

    So if you find anything else, be sure to let me know.

    Also I can't help myself but mention that I'm looking for an individual who would be willing to do 2 or 3 retro and horror style music tracks for the game. Apparently all that's in it for you is being credited in the game, but maybe someone has a heart...

    I realize this demo is horribly stitched together, but maybe you'll be able to yank some fun out of it.

  • Oh in that case you should try to figure something out. There is still the Wrap behavior, which I failed to use properly in a scrolling game. But maybe somebody else has more experience with it.

    I have objects in the environment as well, though. This seems really messy... ehhh

    What do you mean you have objects in the environment? Are we talking about some sort of seamless scrolling background? Your objects (enemies, powerups) or whatever would be seperate objects so I don't really get what's the problem with that.

    You really should try to prototype this. In most cases it can be done in Construct.

  • Well, we are all talking theory here. If you cared to share a cap, things could get much more specific.

  • Use a Tiled Background object for your environment (if it's static), then you could just change the image offset with events accordingly. I have done it before and it works like a charm.

  • can you set the sprite to check "overlaps at offset y+1 with vertical platform object", then deactivate gravity and directly set y to be the platform's y-height? Then just reactivate gravity when you jump. Don't have construct here, so can't confirm.

    I tried an idea like that once too GMG, but it appeared to become very glitchy. So i can't really recommend something like that.

    I have a little suggestion for you though: Deactivate the 'Center view on me' attribute of the player sprite. Instead put in the existing always event in the layout 2 sheet the following action:

    System: Scroll to object player

    This way it appears to work much better with the vibrating issues regarding the horizontal platform. It doesn't fix the issue with the vertical platform though. I just thought I'd mention it, also it's always a good idea to use events only for scrolling and never the 'Center view on me' attribute. In my opinion at least.

    What I did in my project with vertical platform was, that I always added the difference of the Y position between ticks to the Y position of the player sprite, so it moved smoothly along with it instead of falling. That's how I'd roughly describe the method at least.

  • This is probably because of a bug I already posted on the tracker (here).

    For one of my games I have some kind of workaround, which works best with vertical platforms, not so much with horizontal I'm afraid. Still it's better than the constant vibrating. Since it's tailored for my own scrolling system, it's kind of hard to give you actual events for the mentioned workaround. If you want some pointers though, feel free to contact me via PM.

    There's a good chance this might get fixed in the upcoming release, so keep your fingers crossed.

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    PixelRebirth - Germany