Prominent's Forum Posts

  • If there was a way to check how many joints a physics object has currently, that would be great.

    At the moment, when you create a joint, it isn't instantly added, and you have to wait a bit before the physics gets updated. I think it's the same case when creating instances of physics objects.

  • Hey can't wait for the grappling hook.

    I will appreciate it if you could write a guide

    and upload the template for it:)

    This hook template looks promising Will check it out!

    Thanks!

    The template is now available.

    Here is the article that is included with the template and it describes the process on how it works: http://www.alexhw.com/docs/GrapplingHook.txt

    So you might be able to make it yourself by reading that, but there are various quirks I encountered when I made it, which might be frustrating to solve. If you want to save yourself the time and headache, get the template!

  • Alex's Grappling Hook — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/alexs-grappling-hook-480

    <p>This is a grappling hook. You attach to a wall, and swing around as shown in the video. It uses construct 2's physics behavior. Also included is an article on how it is implemented. You should be able to incorporate it into your own games.</p>

    Use this topic to leave comments, ask questions and talk about Alex's Grappling Hook

  • Here's a grappling hook mechanic I made. I'm also writing a simple article about the process behind it that will be included. Will be available within a few days I think.

  • Update to the template is now approved/available!

    http://youtu.be/8K90nH7_oeM

    I fixed a couple bugs from previous version. Also included a grappling hook. The grappling hook is simple, and more of an experimental feature at the moment.

    The big addition is that now the player can now shoot projectiles and there are animation states that go along with them.

    current projectile types:

    • single shot,
    • bouncy,
    • laser,
    • instant,
    • arced,
    • boomerang,
    • flamethrower

    These can be enabled/disabled, and player can cycle through them, etc.

    also with option of shooting towards mouse (360 degrees), or restricted to 45 degrees via keyboard/buttons.

    Next, I plan to work on implementing simple enemy types that you'll be able to shoot.

  • http://youtu.be/8K90nH7_oeM

    Okay, so I've submitted the update to the Template! So it should be available whenever it gets approved.

    I also plan to raise the price by a few dollars due to having put more work into it and it becoming a better product (so buy now if you want to save a few dollars- you'll be able to download any new updates when they come available). I fixed a couple bugs from previous version. The grappling hook is simple, and more of an experimental feature at the moment.

    The player can now shoot projectiles and there are animation states that go along with them.

    Next, I plan to work on implementing simple enemy types that you'll be able to shoot.

  • Is this already for sell or still being worked on ? Look really good.

    The update to the template will be made available soon once I get player animations working for the projectiles, and some experimental grappling hook feature working. Someone recently requested I add a grappling hook, so I'm adding that, but there's a strange bug with it, so I'm trying to sort that out. It might not be fixable if it is related to the box2d, so it'll probably just be a bonus thing for people to mess with.

    edit: seems like there's some inherent issue with box2d- not sure how to fix.

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  • currently working on an update to the platformer template that will include various projectiles:

    planned projectiles at the moment:

    • boomerang
    • laser
    • fireball
    • bouncy
    • bullets
    • flamethrower
    • arrow
    • axe/knife
    • grenade

    There will be an option for toggling whether to use mouse control or have preset angles.

  • okay, here's a capx I put together showing how to do it.

  • You have to check the space between the gun and the mouse to see if the wall is in the path of it.

    One way is to use a For loop and calculate the floor(distance(gunx,guny,mousex,mousey)) as the max value for the For loop.

    Then in the loop, use the loopindex("nameofloop") expression while you check if a position is overlapping a wall. Get the angle, and then the distance to check from gun will be the loopindex("name")..

    If it overlaps, then you have the position to stop the laser and you can stop the loop.

    You can also divide the distance by 5 for example if you don't want to check every position, but then you have to multiply the position by 5 when you check if overlapping.

  • v1.2 works with latest Construct2 (tested on r206)!

    Alex's Platformer Template — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-fr ... mplate-406

    Platformer Movement TemplateIncludes features:rope grab, climb, slide, dropledge hang, climb, dropwall jump, slideanimations that correlate to all these actions.Easy rope creation (just place one object "alexropeOrigin" that has instance variables for number of rope segments, length, slippery boolean(if rope should be slippery), etc).Also add "alexropeEnd" objects if you want the end of the rope attached, and match the rope instance variable to the ropeID instance variable that is set in the alexropeOrigin object.UpdatesBuyers will be allowed free access to any new versions of this product.

    Use this topic to leave comments, ask questions and talk about Alex's Platformer Template

  • Thanks- after cleaning up various things I've submitted it to the store, so hopefully it'll be available soon.

    I plan to create a list of other features to implement in the future (people who've bought it will be able to upgrade at no cost), so if anyone has suggestions, feel free to let me know.

  • I'm working on a Platformer Movement Template that includes features such as:

    • rope grab, climb, slide, drop
    • ledge hang, climb, drop
    • wall jump, slide
    • animations that correlate to all these actions

    Easy rope creation (just place one object that has instance variables for number of rope segments, length, slippery boolean(if rope should be slippery), etc).

    Here's a gif:

  • oops, sorry about that. for some reason I had thought the layers were shared across layouts.