vtrix's Recent Forum Activity

  • nice find! quite interesting, i tried it and it works well

  • i tested it on iphone os5 and the framerate is rather good, better than firefox on pc :) i get up to 0.040 / 0.050 , there are lot of improvements made from ios 4.0 to 5.0 concerning the browser/html5

    also be carefull if you want to use sound, it will kill framerate to unusable > there is a workaround by somebody on the forum that was quite interesting, i will look it up

    audio workaround

  • nooo! families delayed <img src="smileys/smiley19.gif" border="0" align="middle" /> ... ahh wel<img src="smileys/smiley4.gif" border="0" align="middle" />

    wow great example!

  • nice work! , i dont have experience with google apps, is it easy to post a game ( i mean is there some sorth of appchecking procedure? and how does the payment happens? anyway good luck and let us now how the sales go!

  • i think this will help you on your quest..

    for each platform (consisting of all the blocks that need this behavior)

    if platform.y > player.y set platform solid behavior to not solid

    then you can jump tru the platform, it will need more actions to hold player at the platform and when jump go over it, but i hope this helps you

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  • i think it interferes with it so i dont use the scroll to behavior because you dont have control over it, maybe later if the behavior is extended, for now i think this is the best way so you can switch scrolls on and off

  • heh? thats funny, if you jump up to the right at start, you come above the level, it totally reminds me of mario bross, maybe this is how they found it

    add behavior : bad guy <img src="smileys/smiley4.gif" border="0" align="middle" /> sorry couldn't help myself

    for life, you could have a "timer" var, on your main character, that count down when dead, to know if he's dead you could have a "death" boolean: thats says death:true

    if boolean:death=true > every second substract from timer var

    timer var = 0 : system restart layout

    making variables = click on character en left panel

  • Hi i made this example

    demo

    capx

    its got easing of scroll, scale, and parallax with 2 layers

    it also has a follow scroll and at the end the scroll is fixed on the player with platform movement

    i think a lot of people are wondering how these things work so i hope this helps! <img src="smileys/smiley1.gif" border="0" align="middle">

    note:

    lerp(layoutscale,1,0.5*dt)

    how this lerp works?:

    layoutscale = current scale

    1 = target scale

    0.5*dt = is how fast it will go from current to target, larger is faster

  • as for the pan, i implemented something like that into a demo

    its really cool way of showing level like you said

    demo

    its implemented like this (where scrollstart is a sprite)

    scrollstart.X < 2000 | scrollstart.X+8 + set globalvar scroll=1

    system globalvar scroll=1 |

    system scroll to

    lerp(scrollx, scrollstart.X, 1*dt)

    lerp(scrolly, scrollstart.Y, 1*dt)

    after that you can set globalvar scroll to 0 and scroll to player instead

  • the game mechanics are good, i didn't find any strange bugs , the basics are there, instructions, level, boss, score, lose, win , end. The boss was very challenging, there is a good base for refinements,

    as for critique i do think you could lengthen the levelplay more by spawning more targets or faster, so there was more time to get into the gamemechanics and eased more into the final battle, also the connectivity between things feels a bit rushed, first you have to keep targets from bouncing into fire, then you have things falling on the ground, then you have a boss who keeps floating into air.

    but good start overall, keep at it!

  • ahh thx for the example, i needed to put everything in a subevent and then place the local above the subevent, i was placing it on the same level as my condition

    thankyou

  • its pretty good, you could now change the background image by a background cave scene and put a parallax effect on it, so it moves slower than your groundobjects, just click on the layer background and set parallax to 50,50 or something,

    you can also use the tiled background as solid object, this repeats the image you put in it like a ground texture for example

    also make a top layer and call it UI or something and put text and lives on it and set the parallax to 0,0 so it wont move with the scrolling

    ow and maybe set the layout scale a start to "2" its so small now

    also put you playersprite on the main layer now its on background

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vtrix

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