Tokinsom's Forum Posts

  • +Dashing = 1

    +Key Is Released

    -Set .Dashing to 0

    -Set .DashTimer to 0

    Use your head. Last time I'm posting here.

  • There's nothing wrong with C2 man, just your events. There are numerous examples including what I just posted..just spend some time with them.

  • That's pretty cool but honestly I would not want to see C2, CC, MMF, GM, or anything like in *IN COLLEGE*...especially such an old version. With all the time and money it takes I'd want to learn the real deal. You can teach yourself any of those programs anyway.

    Unless it's strictly a game *design* course...which I guess is alright since you can put together your ideas much more easily.

  • I can't believe this thread is 3 pages long.

    +Key is pressed

    -Set .Dashing to 1

    -Disable basic engine group

    +.Dashing=1

    -Add dt to .DashTimer

    ++Player is not mirrored

    --Set Vector X to 200 or something

    ++Player is mirrored

    --Set Vector X to -200 or something

    +.DashTimer> Distance

    -Set .Dashing to 0

    -Enable basic engine group

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  • Works fine for me. Pretty sure it's just your keyboard.

    en.wikipedia.org/wiki/Rollover_(key)

  • choose(90,-90)

  • "It seems that game saves can be done for iOS and Android games but only if they're web apps."

    I don't think that's the case. Just use a dictionaries or arrays and save to webstorage.

    edit: ninja'd

  • Create a separate box/rectangle object to handle movements & collisions. The player sprites should be purely cosmetic.

  • Delete the first action in event 3 and change the first action in event 4 from Currentleveldata to Ajax.LastData.

  • digitalsoapbox I load .tmx files via AJAX just fine. Maybe try another format? I use CSV.

  • Did you guys follow the tutorial? I've been planning on using something like this for my next project but now I'm not so sure..

  • Nah, the goal in my .capx is not to use special objects for holes, but merely check for gaps in the floor. Works fine here, even with the player at 10x its normal speed. Using "hole objects" is not very practical in most games but if it works for you then go for it.

  • Try this.

    Needs some tweaking but you get the idea. It's best to put the platform behavior in the family instead so you can mess with it via events. (Setting vector X will to 0 will let you move the object down only a pixel or two instead of ~6, to prevent that "jerk")

    Also your sprite mask should never use collisions or behaviors; make a separate simple-shape object like a rectangle for that, then set the sprite mask to 0,0 of it every tick.

  • Yeah I really wish something will be done about this. It was a huge problem in an earlier project of mine. I don't have access to it atm but what you can do is use collision offsets to see if the player is over a gap they should fall into, then move it down a couple pixels. Currently platform objects move right around corners if they are ~2 pixels below them. Most likely due to how they handle slopes.