RayKi's Recent Forum Activity

  • Well, setting the bottom collider to a spherical shape did not help at all. However editing the collision box helped me realize that small 1px changes between one animation and the other were causing this problem.

    Actually, even inside the animation it self, if the half of the collision box that was drawn after the origin point had a different size than the left half the movement wouldn't be smooth and cause the random falls.

    After adjusting the hit box of each animation TT.TT The game and its slopes are working just fine.

    Thank you very much for the support, you shed light to a matter I couldn't see before and it helped me a lot.

  • Came here for the Layout Transitions... I think I'll have to figure that out by myself lol

  • Hello everyone

    I read a bunch of stuff about slopes around here, but most of them is related to how to set the angle to match the slope, which is not the case here.

    I'm developing this game that kinda looks like Mega Man X, and I'm trying to set some slopes so the player can move up and down on the stage without the need of jumping a lot.

    Just setting the slope as a sprite and adjusting the hit box is working fine most of the times but the problem is, my character has a fall and landing animation and every time I'm moving on a slope instead of just moving, there are also some random falls, which completely ruins the game play since have a fall and landing animation randomly happening in the middle of a run or whatever is really ugly and annoying.

    The hit box of the slope is the default bounding box but with one less point on it, so I'm assuming it is a 45 degree angle, and the player has a squared hit box for all frames of all animations.

    Is there any other way to work with slopes? Is this common to construct2? Is there a specific way to set the hit boxes to avoid this kind of behavior? Has anyone else faced this?

    Thank you very much for you attention

  • Good afternoon gentlemen

    I'm working on a 2D platform game based on Megaman, but I swear to God it'll be better than Mighty N.9 LOL

    The concept of each character and their movements, as well as tiles, mechanics, enemies and obstacles are all defined and ready to be worked with, as well as the stages and power ups. The code for the game is ready, it needs however to be polished so the game can run better, and some bugs fixed.

    However, I'm not a good artist myself, and this game is a game that I came to cherish and wish to see it well done in a way better than the average silly mini games I've developed so far.

    So, if any artist is willing to discuss prices and deals just call me inbox so we can chat and see what happens

  • Hi, I've made a "flick" command for a game once. Doesn't know if this is what your are looking for.

    But basically it works like this, I have a variable InitialY and a variable FinalY, every time the player touches the screen the position of his touch goes to InitialY, while the player is touching the screen the position he is touching goes to FinalY. So when the player lifts his finger of the screen I triggered a event to compare Initial and Final Y so I could know if the player have flicked up or down.

    However for this game I've made possible only Up and Down flicks, you want vertical and diagonal too, so you will need two more variables for Initial and Final X, and depending on what you want to do a little bit more complex algorithm. But it is a idea, you should give it a try ^^

  • Well, it would help a lot if you could post a screenshot of your event sheet, or a link to your .capx so we could have a better look on what you are trying to do.

    But my guess here is that, does the object 2 and object 3 have a default animation where they are not playing? If the first animation on object 2 is animation1 it will play it as soon as the layout starts. So you should put another animation as the first animation, or set in the object properties another animation for it to be playing first.

    This is because I'm guessing animation1 is before the default animation or any other object2 animation. If this is not the case I'll ask you again for a screenshot or a .capx

  • Just try to make all layers, but the one you want, invisible before taking the snap shot. No?

  • I used the "move forward" function. Worked just as good. Thank you

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  • Hello gentlemen

    I'm trying to create this "wind pipe". Whenever the player is inside this pipe it'll be constantly pushed to the left. However if the player is pressing the "move right" command the character should be able to move freely but in a slower speed.

    I tried to build this using "vector x" functions, but it didn't seem to work D:

    Have any of you ever built this or something similar? Do you guys have any suggestions about it?

    Thank you for your attention

  • It was a few pixels on the landing animation collision box. Solved it already. Thank you

  • Try using the "Line of sight" Behavior to make the enemy walk towards the player, and stop walking.

    For the shooting, just set it to shoot after x seconds, or try using a variable to make it at random.

  • If you are trying to set the amount of money after the purchase:

    Add action > system > Set value. On variable you set the amount of money and the value I dunno, set it to amount of gold * 10 or something. It depends on how you want the transaction to work.

    If the player already have some money, use Add value instead. Add to the amount of money the amount of gold times something.

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RayKi

Member since 25 Feb, 2014

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