Reflextions's Forum Posts

  • I figured this would happen, but I need to save money where I can. My project was built with the r116 beta, and I just purchased a licence from steam. With steam you do no have access to beta updates (though you can with gamemaker studio, might want to try), So I have tried copying over files from the newer version but it overwrites and turns it into a free version. I badly need to work on my project with the licensed version now. Is there any way I can trick the program into thinking the project is not a newer version or could I know the specific files to move? I don't think I used any of the features in 115 or 16, so it should work fine if it would let me load it into 114.

    Thanks...

  • This is still happening to me, the grid values are reset everytime.

  • With the latest Construct 2 [r98], I get a error message every time the color is applied:

    inst.type.families is undefined

    http://192.168.1.30:50001/preview.js, line 2254

    The color is applied, but the error message appears every time.

    I get this error when trying your capx example as well when creating my own capx.

    Still broken

  • No personal experience but I have a friend who uses a 99 USD bamboo tablet that get's the job done fine. He uses paint tool sai

  • I think that looks pretty damn good. Maybe when you "disengage" the zip line-ing, give him a little push to the right and up a bit. Because a person isn't going to just stop and fall off, they still have momentum.

    It'll work I suppose, hopefully it'll look better with the proper animation. I had the zip-line end set player vector to zero because for some reason it was making him jump, I already have it push him right but I agree it should be stronger. Note, I had to go in and draw a fake zipline.

    ANOYEN' DEATH SOUND ! DAMN YOU DRASPUR !

    You don't like it? <img src="smileys/smiley6.gif" border="0" align="middle" />

  • Well it's rather clunky and inefficient but it's the best I could do. Thanks everyone for your help, if anyone wants to make this better, PLEASE tell me.

    Zipline

  • Or just make the cart a bullet and set angle of motion to (Zipline.Angle+45) ...

    Well the zipline isn't just a line, here, I drew an example. I would have this over the actual object(s) he ziplines on. I suppose I would be able to do it with a bunch of individual objects, but is their no more efficient way?

    Edit: I tried what I just said and it look horrible, the player just glitches around to each segment.

    You don't need to check for collisions every tick. At first, sure, check for the inital collision with an invisible sprite at the start of the zipline. Then if collided with that sprite, set a variable "isOnZipline" to true. Disable platform behaviour. While that variable is true, then move at angle. Until it collides with another invisible sprite at the end of zipline, then set the variable to false and enable platform behaviour. Should dismount automatically using the gravity from the platform behaviour.

    Right, but what you said with the angle seemed a bit off.

    <img src="https://dl.dropbox.com/u/44188718/Help/zippy.png" border="0" />

    Thanks for all the feedback!

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  • Sprite - Move at angle angle( ziplineStart.X, ziplineStart.Y, ziplineEnd.X, ziplineEnd.Y )

    Have some invisible Sprite placed near the end of the zipline too, for when the player collides so they'll dismount.

    Easier said than done I know, but I hope you get the logic ;)

    I don't quite get what you are suggesting, I currently have the player set to player.X + 5 and zipline.Y + 5 every tick while colliding w/ zipline but it's clunky and inaccurate, rather than spamming the object could I have it switch image points?

  • I've been messing around a while but can't achieve what I want. How would I go about making a zipline in a platform game? I'm trying to have; the player to be able to use it, the player speeds up the longer he rides it, it automatically dismounts player at the end and player can manually dismount. I've put put an image point on his hand but don't know how to make him follow the zipline. Should I use a bunch of combined sprites or just make separate ones for each zipline?

  • I'm no pro but, I think maybe when you start the game it checks a server then adjusts the stats for time passed.

  • Still having this issue! <img src="smileys/smiley3.gif" border="0" align="middle" />

  • >

    > > I've done this event for 3 times, next friday will be last :)

    > >

    > >

    >

    > What was your experience?

    Nice, it's part of exercise

    Something flew over my head, do you help with it or have you taken part?

  • I've done this event for 3 times, next friday will be last :)

    What was your experience?

  • If construct 2 is to be continued to be taken seriously I think you oughta consider another full time developer. You may want to keep it small-team based but I feel it would be far more beneficial. The main problem would be financial, which I have no information on.

  • Thanks everyone for their replies, I am testing on a 4th gen ipod touch, IOS 6 and a very powerful pc. I took into account all your response and information an reworked it. Now the only thing occupying the screen is the black gradient bg. The sacrifice for this of course, is many, many, more objects. With the new project, I saw almost worse performance, as the system is trying to spawn new objects and move them all so much. Look at many other apps and they can accomplish this style of background fluidly. I am still unclear as why it will not scale properly. I do not see this being a viable development platform for any game of this style <img src="smileys/smiley11.gif" border="0" align="middle">

    Here is the new project:here