Justin Time - v010

Show us your completed creations made in Construct 2

Post » Fri Oct 28, 2011 9:28 am

Im starting this post to show the progress of what i am doing...



Play here!

Left = left
Right = right
Jump = Space, up

Down = Looking down


v.010:
+ dust + falling stones
+ leaves
+ rounded edges set by system
+ new HUB - more elegant and animated
+ jump on "up" or "space"

(enemies disabled in this version)

v.006:

+ Looking down
+ Jumping from one Level to the next
+ Perfomance
+ vertical Parallax fixed
+ "menu"/Start Screen
+ points effect, when collecting a bonus

+ Debuging Keys
Q = Kill Player
P = Teleport to End of LevelTastyBytes2012-02-17 16:46:30
B
14
S
2
G
6
Posts: 110
Reputation: 3,849

Post » Fri Oct 28, 2011 10:03 am

very nice ! love the character and his animation

You need some on release stuff so that it doesn't stay on last frame animation i guess !
B
15
S
6
G
2
Posts: 34
Reputation: 2,122

Post » Fri Oct 28, 2011 10:09 am

Thank you.
I have searched for no key is pressed. But I didnt found. Perhaps I can do it with "on release". Thank you!
B
14
S
2
G
6
Posts: 110
Reputation: 3,849

Post » Fri Oct 28, 2011 4:52 pm

Super :) Best graphics
B
94
S
19
G
34
Posts: 1,840
Reputation: 27,988

Post » Fri Oct 28, 2011 9:15 pm

Very nice start
B
40
S
14
G
11
Posts: 243
Reputation: 9,432

Post » Sat Oct 29, 2011 2:25 am

@tastybites
you can utilize a negative operator for 'no key pressed' eg; not [key pressed] the 'not' symbol is listed if you right click a condition.

hope that helps...
B
52
S
17
G
15
Posts: 1,029
Reputation: 26,339

Post » Sat Oct 29, 2011 9:27 am

Great job
B
303
S
6
G
5
Posts: 163
Reputation: 12,152

Post » Sat Oct 29, 2011 7:40 pm

Thanks for your coments. Thats really nice. I have fixed the Problem. I will post you the new version later. But now I have a basic question how to do some stuff.



I have 7 bad Guys. They all do the same. Something like:

BadGuy1 | On collision with Hero | Hero | destroy
                                 | Hero | shake
                                 | Hero | Set position
                                 | Hero | and so on.....

BadGuy2 | On collision with Hero | Hero | destroy
                                 | Hero | shake
                                 | Hero | Set position
                                 | Hero | and so on.....

BadGuy3 | On collision with Hero | Hero | destroy
                                 | Hero | shake
                                 | Hero | Set position
                                 | Hero | and so on.....

BadGuy4 | On collision with Hero | Hero | destroy
                                 | Hero | shake
                                 | Hero | Set position
                                 | Hero | and so on.....

BadGuy5 | On collision with Hero | Hero | destroy
                                 | Hero | shake
                                 | Hero | Set position
                                 | Hero | and so on.....

BadGuy6 | On collision with Hero | Hero | destroy
                                 | Hero | shake
                                 | Hero | Set position
                                 | Hero | and so on.....


BadGuy7 | On collision with Hero | Hero | destroy
                                 | Hero | shake
                                 | Hero | Set position
                                 | Hero | and so on.....

Have I to do this on every badguy?? Or is there a more elegant way?
Something like this maybe?



All BadGuys | On collision with Hero | Hero | destroy
                                    | Hero | shake
                                    | Hero | Set position
                                    | Hero | and so on.....
TastyBytes2011-10-29 19:58:19
B
14
S
2
G
6
Posts: 110
Reputation: 3,849

Post » Sat Oct 29, 2011 9:37 pm

'families' should resolve this for you...when it is completed. until then, it's the long way more than likely.
B
52
S
17
G
15
Posts: 1,029
Reputation: 26,339

Post » Mon Oct 31, 2011 6:51 pm

Thank you harrio.

Here is a newer version: I have added a GUI (Bonus,Lifes,time and so on)
The Control/Playeranimation Problem is nearly fixed. When player is stopped by a wall he makes some trouble...

http://www.tastybytes.de/justintime/v002/
B
14
S
2
G
6
Posts: 110
Reputation: 3,849

Next

Return to Completed Creations

Who is online

Users browsing this forum: No registered users and 3 guests