deadeye's Recent Forum Activity

  • Looks like it might be a bug with the 8 Direction behavior, sliding around solids like that when it shouldn't. Would require some more testing to confirm.

    Anyway, here's a sort-of fixed version that will at least keep your opponent's bat where it should be:

    http://dl.getdropbox.com/u/529356/pong.cap

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  • megatronx, i think that's a very nice looking mockup. The layout and design in general are just about perfect, but the main banner image itself could use a little work. It's a little too large, and could use some tightening up on the design.

    There are too many different styles of gears. The large one on the left is too skinny, and the one used as the C logo has some strange, sharp spurs on it. I'd also like to see a mix of newt's idea and yours, I think... having a series of Construct windows come out of the monitor would look great.

    I might do a banner-image redesign based on your initial design, if it's all right with you

    And yeah, Lorem ipsum isn't Polish, it's Latin . It's commonly used as page filler for layout mockups.

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  • I don't think that's the case

    Anyway, I think I'll chime in with a hearty "who cares what the Stencyl people do?" Either they release, or they don't. Either it's good, or it's not. Only time will tell. You might as well give them the benefit of the doubt... though my inner skeptic says "don't just tell me how good it is... SHOW me."

    Personally, I think it's a huge mistake not to allow people to test your product. A handful of private alpha testers might be able to take care of a few issues or bugs, but once they get their product out as a public beta, it'll be too late to easily address any huge design issues that the masses may have.

    Construct has it right... let people try it out, accept feedback and criticism, and use that feedback and criticism to make a more well-rounded and stable product.

  • Ive worked pretty extensively on modding the platform behavior from the base plugin and it can do anything you want.

    Except 360 degree loops, like in Sonic. Nobody's made a good example of how to do that with the platform behavior yet. I'm quite certain that would require a custom engine.

    But for just about every other kind of platforming trick, then yeah using the built in behavior is the way to go.

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  • What are you talking about? It changes the height and width because it's stretching it... they're not mutually exclusive or anything.

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  • I've really never been able to figure out how to make jumping, so thanks. I never really put enough thought into it, I guess.

    Then I'm kind of curious what other projects you've made before. You were a member at the Mario Fan Games Galaxy, yes? How was it that you made a Mario fan game without jumping?

    Look, I'm not meaning to sound like an ass or anything here. It's apparent that you're new at this. As a beginner, you need to start off at a beginner's level. There's nothing wrong with that. Everyone has to start somewhere.

    Go through the Ghost Shooter tutorial to get a feel for how Construct works. Then move on to my Platform School tutorial. Those will both give you a good, solid foundation to working with Construct. And when you're done with Platform School (or should I say... when I'm done ), you should be able to make a Mario fan game. It is, after all, pretty much a template on how to make a Mario game. You can find the tutorials here: http://apps.sourceforge.net/mediawiki/c ... =Tutorials

  • It's not really my first project

    Okay, fair enough. You can set the X and Y positions of a sprite like you would in any other game maker or programming language. They're basic actions.

    You can test for overlap with the Overlap condition so you can push your player out of solids with a loop. And you can use a private variable that changes acceleration value over time to add or subtract how many pixels per cycle you should be moving your player sprite when jumping. And since you've made other projects before, I'm sure you'll have no problem translating that knowledge to Construct once you're more familiar with the interface. The methods and practices in Construct aren't any different than other game making tools... it's just a difference in "syntax," so to speak.

    And though hero_bash might sound a little blunt, he's right... if you can't work out how to make a simple jump, then whatever else you need to do that "is going to be really hard to do using the built in behavior" is going to be a little out of your league at the moment.

    I would recommend taking some tutorials and looking through other people's work in the uploads section so you can get a feel for the differences between Construct and whatever other environment it is that you're used to. Make some small games and experiments. Then go tackling your own custom engine if you want.

    And when that time comes, you'll get a lot more help by posting your work and asking specific questions about what's wrong, rather than just asking general theory questions with no work to show.

  • Well, don't. It's there for a reason. There is no sense in trying to reinvent the wheel, and there's no shame in using the tools that have been made available to you. The default Platform Behavior is very customizable, it should be able to do what you want for the most part.

    And I would suggest that by the time you're done modding the basic Platform Behavior to do what you need (and you will) then you will probably have enough experience to tackle making a 100% custom engine if you still feel like it. Doing a custom platform engine in Construct probably (definitely) isn't a good first project, start smaller.

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deadeye

Member since 11 Nov, 2007

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