Tokinsom's Forum Posts

  • Nevermind, figured it out.

  • So I'm trying to add key mapping to my options screen but key codes work differently than what I'm used to.. I get that you can use "on any key pressed" to append keys to a string or something...but then what?

  • Yeah we did, but if it's just a list to show what's been created in CC then it qualifies, no? Also "Blot" might be another one to add, though it was also abandoned last I checked. Oh and "Legend Of Princess"...or was that MMF?

  • Hmm..Wall Jumping / climbing / ledge grabbing are easy to implement with just events. "Realistic" platforming mechanics are just a matter of tweaking variables and setting more restrictions..variable jump-height is also easily implemented with events..

    It's not that I don't support the idea but Ashley says even the current platform behavior is getting very complicated and..eh. More features, more room for bugs.

    I've actually been thinking of suggesting a simpler platform behavior because it's less prone to bugs. Like right now the slope detection causes a few bugs elsewhere, so if we could just disable slopes entirely then they'll stop screwing up my game that doesn't even have slopes!

    So..hm. If this does happen then I suggest more modularity..

    -Set up collisions with events like the custom plaform object in MMF. This alone opens many doors, allowing any platform object to interact with exactly what you want at any time. Restricting it to solids & jump-thrus was a bad idea.

    -Enable/Disable features at will (slopes, rotation, etc.)

    -Enable/Disable acceleration/deceleration

    -Add "modifiers" to easily adjust properties when walking through slime, being in water, etc.

  • Maybe Minitroid? It got a lot of attention in the CC days but I'll leave it to you to decide if it was a good game or not ^^;

  • It makes perfect sense. Things can get cramped at times in screen-by-screen games so this mechanic helps even things out. This one in specific allows you to jump over spikes or enemies in narrow corridors, and makes it much easier to jump around a tile (bottom to top) without bumping your head and losing your momentum.

  • How do I make it so my player (using the platform behavior) doesn't start falling immediately after bumping his head on the ceiling? Instead I want him to hover along the ceiling for the remainder of the jump and continue the jump if there is no longer a ceiling. This mechanic is usually found in screen-by-screen games like La-Mulana or Hydra Castle Labyrinth, and early Castlevania I think.

    I've tried using events but nothing worked too well. It would be cool to have this as an option for the platform behavior so it'd work for enemies and such as well, but if anyone knows of a way to do this with events that would work too!

  • There aren't many ways to enforce that even if it did make sense. Personally I think C2 is dirt cheap for what it is, especially during the early adopter period which lasted for mooonths. If not, well, wait until a competition I guess, licenses are given out all the time. If not, well, suck it up and spend a little money XD GM is charging like $150 just for a single exporter and I hear they're buggy as ever.

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  • It's because hardly anyone posts screenshots or videos, and rarely even a description. Also many posts on there aren't for full games, but something they whipped up in an afternoon. So..yep.

  • Programs like these tend to make complicated things easy and easy things complicated. In this case you might look into finding or writing a plugin. iirc there are already some "match-3" plugins that should make this pretty straightforward.

  • Cool. Latest stable release is r119 though.

  • Is it possible to exclude a single layer from a layout effect? If not, is it as efficient to give each layer an effect except the one? I'm using quite a few layers so it'd be much easier to be able to exclude certain ones..Perhaps it could be an option in future builds?

  • I haven't had a BSOD in...um..15 years? Perhaps you should invest in a new machine / copy of Windows 7 or 8. Also you should always back up your projects and save regularly.

  • Ga2Z - Flickering?

  • Ashley - Everything seems to be working well over here. I've tested the new changes in 3 different projects all using slopes, jump-thrus, a series of custom mechanics + platform enemies. The only difference is you now have to use a collision offset of 0,1 to detect the floor instead of "Is Overlapping", which makes more sense anyway.

    The 2nd way I mentioned you can reproduce the bug is still there, but it's so hard to pull off I guess it's ok for now.

    Thanks!