Posts by TheHandwovenBox
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Hello, I have an object that uses some code to shake around when the player gets hit. For this, it's x and y positions need to be always defined. Because of this, trying to get it to work and scroll with the camera has been tricky. Is there a way I can set it's coordinates so that it continues to not follow the frame correctly?
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Ok so the mask being a little peculiar was actually something else and I fixed it, but what I wanna know now is why the bar value doesn't seem to be accurate? In this new attachment I've fixed the other bars and added a normal counter bar to compare, the blue bar mostly matches but it's just a little off.
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Hello, I'm having some troubles with a cutoff mask to give a counter bar a nicer appearance. I'm using the same mask for both types of bars, yet the bars on the right in the attached mfa act odd when subtracted compared to the bar on the right. Can someone point out what I'm doing wrong?
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Does anyone have an idea on how to make it so that performing an action midair will completely pause the player's Y axis movement? Think of like the dash from Hollow Knight or the taunt from Pizza Tower. I've tried tinkering with setting y velocity to 0 but to no avail.
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You say it isn't set to the correct angle, but what angles does the third object actually get in this situation?
You could try launching that object on the next frame and see if that helps (just a random idea not really an "answer").
Probably should've clarified. The third object isn't given any angle so it just faces right visually.
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The angle is based on the direction of the object so that it's visibly facing in that direction.
Here are my code snippets for the offending objects:
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And here are the animations of these objects:
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As I said before, the errors only happen when the object is being fired in a leftwards direction. This does not happen however when only one object is being fired at a time, only when there are multiple and of the same kind. For the top event where three objects are being launched, the first two act properly but the third does not get set to the correct angle. -
I have a game I'm working on and I've run into an issue. When an object launches objects, only the third/last object seems to not have the correct angle applied to it. This only happens when the source object is facing left instead of right. If needed I can provide an MFA but I'd rather not just post it here on this main post.
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I see, thanks for the guidance! I'll be sure to check them out tomorrow. I've already tinkered a bit with additional velocity to add some forward movement to a dash attack so this may be less complicated than I thought.
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Hello, what are the best guides I could find for using the Platform Movement Object? What's got me a bit stumped at the moment is trying to code the player getting hit, where they bounce up in the air a little bit before being fine once they hit the ground. My current idea is to basically just have the PMO make the player jump when they get hit to keep it brief, but I'm wondering if there is a better way, especially when it comes to making sure every single action the player could've been doing when they got hit is cancelled.
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Hello, what would be some good practices when it comes to programming a boss in a platformer game? The best kind of example I can think of would be some of the bosses from Pizza Tower. They can run around, attack the player with very specific movement, react with physics when hit, etc. I'd like to achieve something similar but am not sure where to start. What would be some good tips on what to do?
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I found an MFA I want to study, but it requires an effect I am missing: "Skew.fx". I've searched high and low and I cannot for the life of me find this effect anywhere. Does anyone here know where I can find this effect?
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I'm having one final issue with my project. I'm using a Surface object from an mfa I found to have a little circle meter for a charge attack. However when I exported the exe, it said it could not apply Surface.mfx. When trying to go to the frame with this object the game crashes. This does not happen in an altered copy with the Surface object removed. Is there a way to export the exe while keeping the Surface object? Or will I simply need to replace it with something else?
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I'm having one final issue with my project. I'm using a Surface object from an mfa I found to have a little circle meter for a charge attack. However when I exported the exe, it said it could not apply Surface.mfx. When trying to go to the frame with this object the game crashes. This does not happen in an altered copy with the Surface object removed. Is there a way to export the exe while keeping the Surface object? Or will I simply need to replace it with something else?
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Thanks for the help!