PixelRebirth's Recent Forum Activity

  • [quote:x4b0sez2]The jumping seems a little too linear. Like an inverted V, it's pointy on top

    [quote:x4b0sez2]You should tweak the jumping a bit, it looks too rigid.

    Yes it's still a little... well like you guys said, too pointy on top. When the jump force reaches 0 the character immediately drops, it should probably last a bit there.

    [quote:x4b0sez2]I think it's just the expression on her face, but the girl kinda looks like a mean old man in awig. It's the heavy brow and small eyes.

    Okay that made me laugh again

    Old man in a wig, haha. Classic!

    Obviously I'm not getting the same impression looking at her and actually those pixels are not supposed to be brows (but it may pretty well be you're right). All I can say is that it's NOT supposed to be the average cute little girl, fitting the overall mood of game (which isn't really there yet). "Old wig man" will be considered as final title for the game though.

    [quote:x4b0sez2]About the jump animation, is, is that there is no animation of her jumping; she is simply lifted dangling into the air

    Animations are still at a minimum. So more/better animations should be there in the process. In fact all graphics are work in progress (like all game content).

    Thanks for the comments so far, all critique was constructive and helpful.

    Nobody mentioned the jump height yet. So I guess it's the same for everyone?!

  • Agreed. It's too slow. Should have adjusted more after changing the whole thing. I guess it has nothing to do with your computer... (if the walking isn't kind of slow for you as well)

    EDIT: Okay, tweaked the jumping back to normal, I guess:

    http://www.mediafire.com/?4dsdt0lnma2

    I was wondering if the jumping height was the same for everyone. You should be able to jump about the height of two 32x32 blocks, like shown on the pic.

    <img src="http://img354.imageshack.us/img354/8400/scirrathread1eb0.png">

  • Here's the same (well slightly changed) example without TimeDelta. If this runs apparently too slow/fast on your computer please post your specs.

    This should have less glitches than the TimeDelta version, it shares the some probs with the moving platform though. I have some bad events there that need to be changed

    Okay, there you go:

    http://www.mediafire.com/?g9mdmxmgtbn

  • Haha, that made me laugh. That wasn't possible in earlier versions for sure, wtf have I done

    Fixed in next test release...

    EDIT: Okay, this bothered me. New download above with non-moonwalking version

  • <img src="http://img125.imageshack.us/img125/2113/scirrathreadheadnu8.png">

    I'm working on a Jump'n'Run game with the working title �Living Life Afraid�. It's about a little girl in a pyjama. There may be details on the background story later.

    Anyway, it'll be a smallish game containing 3 � 5 Levels.

    So far I've done a rather simple J'n'R engine in Construct. I didn't use the platform behavior. It's a custom movement with detectors and it's using TimeDelta as well.

    That's also where the problem is... I don't seem to be able to get it working completely glitch-free with TimeDelta.

    Sometimes you get stuck, but you should be always able to jump your way out of it

    But that's a reason for me to go back to the X/Y +/- 1 engine style (without TimeDelta) and put it in the same example, so it'll be comparable.

    So this release is nothing exciting so far, you can just jump around in a small area. The graphics are partly taken from older abandoned projects of mine and may not represent the final look of the game.

    Let me know what you think about this small test version and tell me about glitches/bugs of course.

    http://www.mediafire.com/?vf1ycyc2mo1

    Ah, I forgot: use arrow keys to move, shift to jump (hold to jump higher). That's all

  • Destroying stuff is always fun. Gimme rocket launchers

    But I was wondering, even when there are still cars on screen you can already click on "next round". So it is possible to have more and more cars coming at you. Is this intentional?

  • It seems there are some problems with 0.94.

    When I try to edit animations I can't see the hotspots/image points anymore.

    And I noticed when I toggle on the grid in the layout editor the dots don't show anymore.

    Can anyone confirm this?

  • Wow, 0.94 seems to be an outstanding release.

    Great work Ashley!

    Btw "OPT" may mean "optimized"

  • Great Doppel, this appears to work!

    But when I open your example it's set to fixed framerate of 44. With that setting it doesn't work for me. Needs to be changed to v-synced or unlimited frames and it does the job like a charm

    Thx man!

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  • The basics of my engine and some graphics, including the player sprite, were already done when I noticed the bug by accident.

    Of course it's much more obvious when you look at the little example I cooked up for this thread.

    You're right, it's not a gamebreaking bug or anything... would be very cool though if this was fixed in future versions.

    And thx to everybody contributing to this

  • The problem is that the pushout won't work here, since Construct doesn't seem to recognize that the player sprite is overlaping. But it's displayed that way. So pushout has no effect, it's still (visually)overlaping 1px.

  • Thanks for your suggestions guys!

    But usually I like to build the engine without the need to constantly push sprites out of backdrops they're not supposed to overlap. And it works, but only without TimeDelta.

    Doppel's example works sometimes. But most of the time the detector and the player sit on top of the ground. Which is what the event actually does, since you're pushing the movers family out of solid sprites when the detector overlaps.

    And if I go by logic the condition should be with the player that overlaps. Which is what deadeye did, but strangely, like cecil said, although the events seem right it still overlaps.

    EDIT: I guess deadeye is right. When I add an event

    player overlaps solid -> close application

    it doesn't quit the app when I just let it drop on the top, although it visually overlaps. But when I move it in sidewards, it ends the application.

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PixelRebirth

Member since 26 Mar, 2008

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