Castlevania Style Platformer

For questions about using Classic.

Post » Thu Mar 11, 2010 6:56 am

[quote="brent_hamel":2k4ovpwz]Nevermind, I got the vanish blocks working[/quote:2k4ovpwz]

Okay then, because I was about to ask if someone leaked my Platform School tuts to you and you were just trying to slyly manipulate me into releasing them before they're ready. Just about everything you've asked for in the last few posts is in them, you see... :P
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Post » Thu Mar 11, 2010 4:24 pm

Haha, no unfortunately no one has leaked them to me :wink: Because I started with Construct 99.62 I was never really able to make use of your tutorials, but I've been looking forward to your updated releases very very much, I'm sure they'll answer all my questions once they're out. So far I've got...
Ground
Ice
Water
Bounce Blocks (up only)
Conveyor Belts (left and right)
Lava/Spikes (instant death)
Push Blocks
Vanish Blocks (not sure how to work out staggering their timing yet though)

All I can really think of now, are the moving platforms, and maybe some drop blocks, something that appears stable until you stand on it, then it'll drop away after you've touched it. I've been scouring megaman and mario games for different platform ideas. Any more ideas would be hugely appreciated. Here's my cap so far, anyone interested in telling me if I'm doing things efficiently or if I'm doing them more complicated...ly? than I need to? I'd really appreciate it.

[url:imsiprjz]http://dl.dropbox.com/u/4075855/Brent%27s%20Platformer%20-%20Ground%20Types.cap[/url:imsiprjz]

(edit)
By the way, with the vertical moving platform bug, I tried setting them to solid instead of platform, and they now work fine it seems. Granted you can't jump through them, but that's more a level design hiccup than anything I think. So far so good. The Vertical works fine, the horizontal works fine, I can get the up/right angle working, and the up/left, and the circle works as well
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Post » Thu Mar 11, 2010 7:20 pm

Using Solid instead of Platform should work okay as long as you remember not to put your solid moving plats where they can squish your player.
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Post » Thu Mar 11, 2010 8:37 pm

Yah, that's a level design consideration for sure. So I can get the circle platforms working using the orbit behaviour, but is there anyway to do it with 2 sine behaviours? I don't like needing to place an object to orbit for every circle platform I use
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Post » Thu Mar 11, 2010 8:43 pm

Nevermind, I figured it out, I really need to stop using up forum posts by answering my own questions lol
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Post » Sun Mar 14, 2010 9:40 am

So I'm redoing a stage from Megaman II to test out my platforms and player control using a level I'm familiar with. I'm using the advanced camera plugin, but I want to set it so that when I transition from one camera zone, to another, the player can't go back. I tried destroying each zone as a transition is made, but it didn't work, perhaps I was trying to destroy it the wrong way. Any ideas?
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Post » Sun Mar 14, 2010 10:02 am

[quote="brent_hamel":3djyqg1c]So I'm redoing a stage from Megaman II to test out my platforms and player control using a level I'm familiar with. I'm using the advanced camera plugin, but I want to set it so that when I transition from one camera zone, to another, the player can't go back. I tried destroying each zone as a transition is made, but it didn't work, perhaps I was trying to destroy it the wrong way. Any ideas?[/quote:3djyqg1c]

Make an invisible solid and put it in the way so the player can't go back at all?
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Post » Sun Mar 14, 2010 4:24 pm

I'd thought to try that, but there are vertical sections that when the invisible barrier comes up, suddenly limit the players ability to jump. I want to player to be able to jump normally once the camera zone has changed and not suddenly have an invisible ceiling. That definitely works for horizontal sections though.
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Post » Sun Mar 14, 2010 5:27 pm

[quote="brent_hamel":3qwzehec]I'd thought to try that, but there are vertical sections that when the invisible barrier comes up, suddenly limit the players ability to jump. I want to player to be able to jump normally once the camera zone has changed and not suddenly have an invisible ceiling. That definitely works for horizontal sections though.[/quote:3qwzehec]

private variable controlling the players ability to jump or not, switch it on to disable jumping, off to allow it, or something along those lines?
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Post » Sun Mar 14, 2010 5:36 pm

Pretty sure he means he wants to be able to jump past the top of the current zone freely (as in, off the screen), but not go traipsing back to the previous zone.

Which could be done with clever level design.

http://dl.dropbox.com/u/529356/oneWayCameraZones.cap
v0.99.84

Which is an adaptation of this:
http://dl.dropbox.com/u/529356/cameraZones.cap
version Unknown (old, though)
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