staleevolution's Recent Forum Activity

  • 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.

  • Thanks. I switched the jump-through behavior to Solid behavior. I disabled the solid platform if players Y is less than the platform and if enable it back once I jump above it so I can land on it. If I jump up I disable collision for a bit to fall through. Best of all, the player’s walking animation so far has been working.

    Thanks again

  • It is really strange, but I have two platforms. A solid one on the bottom and a Jump-Through on the top.

    The Walking Animation works just fine on the solid platform, but when I jump to the Jump-Through, the animation will often stop working.

    Debugging it shows the player Current Animation: Walking and the Animation Mode: moving, then it switches to Idle animation, but the player still glides forward while the Animation Mode still registers moving. I will press the jump button or another button and it sometimes will correct itself, but not usually.

    This only happens on the Jump_Through platform. Any suggestions?

  • Hey thank you! The video shows exactly what I was looking for. I will have to try your suggestion as well.

    Thanks again.

  • I need for the character to grab a ledge when falling or jumping and then can shimmy left or right along the ledge. I’ve yet to see it done in C2. I accidentally posted this in the C3 forum.

    Any ideas?

    Thanks

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  • I can’t seem to get my sprite player to jump/fall, grab a ledge, and shimmy it. Anyone ever conquer this and willing to share their events or description? Thank you

  • Okay, my original post looks confusing. Some of those should show Shared Conditions and some should show Sub-Events.

    Oh well, Curious as to if anyone has a smooth way to make it work.

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staleevolution

Member since 9 Sep, 2014

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