Rory's Recent Forum Activity

  • I would do a distance() check, checking if your Y distance is within an acceptable range and you X distance is within the platform's width. This should almost always get you a double only when you are falling from the platform.

    Use the pick nearest object to choose your platform to check distance with.

    To minimize the distance range acceptable needed, remove the elasticity from the platform. I checked your capx, it'a factor making your player object bounce on it.

  • No problem, hope you manage to get what you want :)

  • That's a tough one..

    The problem is as the platform falls, the player is not moving with the platform, its falling slower and bouncing on it. Most of the time, leaving it in the air.

    Other people suggest you add a double jump to the player, and you enable double jump when you are on the platform, but disable it once you are off it.

    scirra.com/forum/jumping-from-falling-objects_topic52019.html

  • You should just use sprites, and add events to move them.

    Smooth the movement with lerp()

    alex1961 Say what? Is that greek or czech or something..?

  • No problem, I like the new logo btw.

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  • Very nice!

    Cool way of navigating through levels. Sure beats a static menu.

  • No problem!

    So you want something like Zelda?

    The kind with just 3 hearts and you remove one for every hit?

    I'd suggest you use a Tiled Background Sprite with one heart sprite within it, stretch it to 3 hearts.

    When you get hit, set the event to set it's width to itself with .ImageWidth and minus off eg. 20px from it?

    So Life.ImageWidth - X (X being the width of each Heart sprite)

    If you want to regain one, simply add it back.

    Also, you should set a limit by checking if imageWidth is already maxed or 0.

    Hope this helps!

  • Its awesome how you're getting involved with C2 so closely.

    Good job with the API, it looks like it'll be giving me a new reason to choose appMobi.

  • Good fun.

    No comments on the religious portion.

  • I love the graphics, I can see it happening, a full game with this art style.

    As for the following part, its too unpredictable for me to consider it as one of the major features atm. Like if I had to make him survive, he'd be doing something I wouldn't expect and kill himself, pissing me off because I didn't know exactly what I did some of the times to make him behave that way!

  • I like the real time one a lot more.

    The second one feels boring and I can't think of how placing clouds and pressing start is going to be fun.

    On the other hand, the real time one is fast and provides some challenge in terms of speed.

    1 > 2 (saywhut)

  • haha, I like how it said Lorem=> on all the signs, and it turns out lorem is the village name..

    I thought it was placeholder text.

    Really fun overall! I love it!

    Good job man!

    EDIT: Oh yeah, too many clouds on the lower part of the sky!

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Rory

Member since 19 Jul, 2012

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