staleevolution's Forum Posts

  • Okay after some reworking and rebooting it displayed the layout. I contacted AMD regarding the issue to see if there is something else I should be on a lookout for.

    I tried launching the latest stable release, but still didn't work. My offline version isn't even opening layouts. I'm working on a brand new laptop. It was working just fine this morning.

    I tried updating my AMD Radeon Vega 8 Graphics and it is updated to the latest.

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  • I watched your video. Nice job. Can't wait to sit down and go through the steps for fun.

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  • It is a basic Tutorial to get you going on a Double Dragon, Streets of Rage, Final Fight, etc... beat em up style game. It doesn't teach you to import sprites, but create basic figures from scratch.

    construct.net/en/tutorials/beat-em-tutorial-2666

  • I created a basic Beat-Em-Up 2.5 Tutorial in Construct 2, but I believe it can be easily translated to C3.

    construct.net/en/tutorials/beat-em-tutorial-2666

  • Below is what I came up with. Just for testing, I have the player (red square) start above the platform. When it starts up, the player falls and shrinks. When he is on the platform and I move him, I can't see him (do to the decrease in size), but once I stop, he resizes to original size.

    What I am trying to figure out is I want to be able to press the player to the left and the more I move him the farther he appears to be in the distance (like he is shrinking). Where I stop, that current size stays until I either move him left (where he continues to get smaller) or right (he comes closer and size enlarges. Not sure where I'm going wrong or how to achieve that objective. Any suggestions? Thanks

  • Any chance of an image you can upload on how it would look in events?

    Thanks for your response.

  • My last edit deleted the image giving somewhat of an idea of what I wanted to accomplish. Here it is.

  • What I am trying to do is create a perspective of the player (not the background or level itself) and enemies "shrinking" as they move to the left of the screen. Once the player moves to the right, they begin increasing back to size.

    It is as you are watching someone walk away or walk up to you from a distance.

    I tried the scalling effect as I move left, but it triggered it only on initial press of the direction. I want the level to remain untouched, just the player and NPCs.

    Anyone able to post an image of events to pull it off?

    This gives a slight perspective of what I'm trying to accomplish.

    This is one thing I tried. I also tried adding action of scaling Player.X -0.50 and Player.Y -0.50. I've tried various combinations of Sub Events/Conditions. Hasn't worked yet.

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  • That’s good to hear of the convert function. Gives me a little relief.

    Thanks

  • Practice.

    Create a basic Night or Day sky that would be half the height of your window layout. Duplicate it if it is a sprite object (Repeat duplication) and place it for the length of the level you want. If you are using a Tiled object, you can just stretch it out.

    For the ground, I’ve primarily created a rectangle (practice making grass or a street). Make sure it is around 1/3 of the Window Layout Dimensions you set. Of course, you can make it bigger, that is up to you. If it is a sprite object, you’ll have to duplicate and place until you fill the layout (not window size) of how long you want to level. If it is Tiled object, then you can just click on an end and stretch it out.

    Then start creating buildings, trees, objects and place them appropriately (buildings and so forth will take up some of your sky).

    Right click on the objects to check the Z order as to what is in front of what.

    If you are making a “fake” 3D (2.5) style game, Then your character will have the 8 direction behavior and can go all over the screen such as walk on the sky. So you will need to create “invisible” solid objects to place high or low enough to prevent them from walking anywhere. There is another way to do it in events instead of adding solid objects by using Viewports and the exact x y axis of where you want your player to not walk. I can’t remember off hand though.

    If you are making a platform, you just need to add a solid “invisible” line along the ground and give the player platform behavior instead of 8 directional.

    Hope that helps.

  • Thanks for the insight. Yeah, the functions are some of things I worry about. I have one massive project and would love to know it would transfer smoothly so I can continue playing without any errors.

    I might have more time near the Holiday, so I’m leaning towards attempting it for a month.

  • I taught it for a year. I created a step by step with pictures tutorials for platform, racing, “flappy bird,” 2 player projectile game, and a low rent “BalloonPop” type games. We would start out all together for each game, but after the initial directions, then they went on their own using the tutorials while I facilitated and guided through any errors.

    It had a good response with most of the students. A few of them begin to add to their games, such as create new characters, obstacles, or levels.

    It is a nice way for them to have success while learning some of the functions in programming a game (Example: If I press this button, the person will only do this, unless I add this condition.)

    The tuts helped for students that aren’t motivated, but also the ones who were motivated just enjoyed plowing through and not have to wait for the others to catch up. Tutorials took lots of time to prepare.

  • Gave it a shot, mainly because the quirky pixel graphics caught my attention. It’s a fun little game. I didn’t spend too much time to provide a more depth review, but the practice session and then a bit of the actual game was fun. Graphics definitely fit the gameplay.

    Nice job.

  • My C2 projects don’t have any plugins per say, but if I was to drop the capx files directly in a C3 project, does it completely transfer all events nicely or is there hiccups?

    On another point: Those that have switched to Construct 3, what are your pros and cons?’

    My issue, besides one time pricing, is I don’t always have the time to really fine-tune things sometime months on end. That’s why I loved C2...I could spend years working on multiple projects without having to worry about subscription running out.

    Anyone have any good experiencing porting game to XBOX One?

    Thanks for any input. I’m on the verge of taking the leap to C3.