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Post » Thu Jan 24, 2013 2:16 am

[QUOTE=BluePhaze] Hello PixelPalette, nice game, I like the dash mechanics. Any chance you could share a sample event sheet with your air dash logic? I am working on a multi-directional air dash and looking over how others are handling their air dashes helps me work through the problems I run into.

Thanks,

James[/QUOTE]

I'm using the platform behavior, in which i changed the speed property to something faster then the walk. Then you just make and use a timer variable for how long you want to let them dash. Nothing complicated really.

I'll send you a striped down version if you want, when i dig up the project file. 8)
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Post » Thu Jan 24, 2013 3:32 am

ok , i think i will never play this game until it get fix or anything!! this game has alot of weird stuff and i really couldn't play it ... at the beginning when i saw no loading i tough its normal maybe my internet is so slow but i found that the game has this freaking loading and after that it comes says click X and i clicked my x and all my other keys with any working and after alot of clicks the game weirdly began o.o and it seems there is also no jump with an killing stuff>>> the game must has lower loading , hmmm active? when i click x it should work instantly and for beginning the graphics looks great.

sorry if this comment hurt you but this is the thing i feel and sorry if i used wrong words to explain
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Post » Thu Jan 24, 2013 6:42 pm

[QUOTE=zsangerous] ok , i think i will never play this game until it get fix or anything!! this game has alot of weird stuff and i really couldn't play it ... at the beginning when i saw no loading i tough its normal maybe my internet is so slow but i found that the game has this freaking loading and after that it comes says click X and i clicked my x and all my other keys with any working and after alot of clicks the game weirdly began o.o and it seems there is also no jump with an killing stuff>>> the game must has lower loading , hmmm active? when i click x it should work instantly and for beginning the graphics looks great.

sorry if this comment hurt you but this is the thing i feel and sorry if i used wrong words to explain [/QUOTE]

You can find the game on newgrounds. I don't know what is causing problems for you. And yes, you cannot kill enemies because that is not the point of the game. The objective is to escape as quickly as you can by traversing to the top.

Your sentences are unreadable. Please have someone translate for you. 8)
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Post » Thu Jan 24, 2013 10:54 pm

Lol , He means that you don't show the loading progress and that on the starting screen , you can't move to the game with only the x button , he tried a lot of random button and randomly the game started ...

Hope you find this translation useful !

BTW , Nice game , I love it ... Even if I didn't even pass the 3rd spike :D
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Post » Fri Jan 25, 2013 5:27 am

[QUOTE=PixelPalette]
I'm using the platform behavior, in which i changed the speed property to something faster then the walk. Then you just make and use a timer variable for how long you want to let them dash. Nothing complicated really.

I'll send you a striped down version if you want, when i dig up the project file. 8)[/QUOTE]

Ah ok, so you are just temporarily speeding things up. I have a run/turbo button in mine where I set the player max speed while it is held down which works similar. I like the timer idea for the dash. One thing I am still trying to get a good method for is an air dash that does not have any downward movement until the dash ends, basically they just shoot forward a certain amount of pixels (and can be used as an air attack). Then at the end of that air dash they can then execute one in another direction as well. For example, I jump up, do a forward air dash which shoots me forward a few hundred pixels, the as that dash ends I can also start an upward air dash directly as I finish the previous dash. So they can dash twice from one jump, but the dashes cannot both be aimed in the same direction. Combining this with my wall jumping techniques I think will lead to some interesting ways for the player to explore the environment and try to find routes to get to areas that would otherwise be unreachable...

I have a few ways to do it so far, just iterating on the method until I have it as simplified and responsive as possible.
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