Burvey's Forum Posts

  • Haha, it's really coming along nicely. I can't wait to be able to customize the tables!

  • I've fixed your issue for you. I also edited your layout properties and event sheets a bit to optimize them for you. You should keep a copy of your original capx file in case you ever want to change anything back for some reason.

    I was able to get a score of 91. There is an issue with your background music looping and saying "ready" again during the middle of a run. You'll need to fix that on your end.

    [Deleted]

    Please let me know once you have the file and I will delete it.

  • The way you have the game set up now, you can jump once, then double jump if the player is still jumping. BUT You haven't set anything up to make him double jump if the player is already falling from the first jump. You need to make some kind of variable showing the state of your character (Is he running, jumping, double jumping, falling, landing).

    Edit: Also, you need to turn the platformer default controls to no.

  • It's awesome man. I found 2 bugs. The first I've already PM'd you about. The second one I'll just post here as it's less complex. I was using the z and / keys to control the flippers. As you already know, sometimes when using those keys the ball will slip past the end of the flipper. Well, on my first ball, that happened. After it did, a new ball appeared in the chute but pulling back on the plunger no longer worked. It may be worth noting that upon releasing the down arrow, the sound effect still played, but nothing else happened. I was able to reproduce this once but only in full screen mode. It happened in Chrome, I didn't test in FireFox.

    Edit: I used the space bar to bump the table and nothing happened. I bumped again until it tileted and the ball shot up the chute very fast, but it didn't leave the chute, it dropped back down. I tried the plunger again and it still didn't function. Now I am able to bump an unlimited number of times without tilting, the ball is still in the chute and the plunger still doesn't work. Also the game over text never appeared.

  • The only issue with that is the same drawback as with the plugin. You can't click them both at the same time (at least not as is).

  • I know the keycode for both shift keys are the same (16), so I don't think it's possible. Not easily anyway.

    Edit: I dug up these old posts. Not sure if they'll help or not though.

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  • Maybe someone with more experience with that type of movement can help you out.

  • I believe it is because you are trying to mix the physics behavior with the platform behavior. The physics behavior doesn't play well with others. You'll need to use the physics behavior to make your player move rather then the platform behavior.

  • Yes, I tried it in both and the layout was good. I did find one bug. Push the up arrow on the plunger instead of down and you'll see what I mean.

  • The feature has been requested but never implemented. Perhaps with C3.

  • You'll have to post a capx so we can see what you mean.

  • Very good. I really like it. The controls are perfect now. I'm excited to see some of the themed versions! Great job on this.

  • If I'm understanding your problem correctly, you could use one button sprite and add an ID variable to it, then use that variable to decide if the pressed button is the correct one or not. The same variable can be used to display the correct button sprite frame or number. If I'm not understanding correctly what you need then please try to explain again so we can help, or better yet, post your capx for us to look at.

  • Sometimes collisions don't trigger every time if the object hitting the trigger point obstacle is moving too fast, or if the collision obstacle is too small. This can be especially true when running on lower end machines. I'm not sure if that is your problem or not but it might be a good place to start looking. There are several work around for the issue (if that turns out to be what the problem is). A quick forum search should help if that's the case.

  • It would probably be best to just use the platform behavior. You kind-of have to make the entire game physics based if you want to go in that direction instead (not just the player).