Recent Posts

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I'm happy to help :D
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4✔) Ahhhh, this arrows! Ok, now I understand. Tried it and it works great  ;D Yes, this is awesome!
5✔) Ok "Stomp Attack" ???. Yes, yes, yes!! Now it works as expected! Always thought it was for Ninja games or something ::).

Sir, you are great!

Many thanks for the amazing help.

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4) I should have been more specific. boundary arrows (they're orange) are listed in the item box. you place them in the area editor.
5) here's the problem: you unchecked Stomp Attack. this is what makes you deal damage when jumping on an enemy. make sure to turn this on
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4) Orange arrows? I think I'm missing a page. I click on settings and then I have this menu "Area Settings" (scrolling2.png). In "View" i can change "Follow Character" or "Travel..."
5) ??? OK, Hmm... You mean that (Character.png)
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4) I saw the video and I think that boundary arrows (the orange ones) is all you need.
5) I don't know what's going on there. Default enemy setting work just like Mario. can I see your character settings, in case you changed something there?
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Working with Platform Builder / Re: Questions about checkpoint
« Last post by Free_Eagle on June 19, 2023, 05:22:44 PM »
WOW, thank you so much for this detailed information.
I'm afraid it will take me a bit to implement this.
I'll definitely get back to you.
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Should i have learned English better. ::)

4) I can choose between "follow Character" and "Travel". "Follow Character is good. Only when jumping does the screen move with it. It would be great if i could say "yes" to the left and right in "Follow Character" and "no" to Up and down.
Scroll up and down is bad for secret passages. Like the Video "Fear2"

5) Hmm... Have tried everything...
Both off = Character can go through enemy.
Harm Character = Character dies on each side and enemy lives.
Harmed by character = enemy dies on each side and both on = everyone dies.

I would find it better than in "Mario Bross". Face to face the character dies and jump on enemy the enemy dies.
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Completed Games / Level Mayhem - new patch!
« Last post by Gizgord on June 18, 2023, 12:30:46 AM »


Surprise! The latest patch is now live.
Aside from the brand new Accessibility settings, I addressed some sloppy command work and dealt with fatal errors.
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4) what are you referring to? there is a button for Fixed and Loose movement in the "View" window of Area Settings. are you trying to set scrolling somewhere else in the game?
5) no need for "Harmed by Character" to be checked. this setting makes it so every collision with the player will kill the enemy, which is more useful for... say puzzles, or set-pieces. might be causing you the problems, for some weird reason. either that or turn off "Harm Character", it's your call.
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Working with Platform Builder / Re: Questions about checkpoint
« Last post by Gizgord on June 17, 2023, 09:46:45 PM »
Hey Eagle, sorry for the late reply. I don't check forums often these days.

you can't change the behaviour of Checkpoint items (looped animation and the text). however, it's possible to set a check point without any output - that's by using the semi-transparent option from the item box, or a command. to display a decoration that will stop looping its animation, it's possible to change frame speed for entities (items, enemies and blocks) from 0 to 12. unfortunately this doesn't apply to custom sprites, only these entities, so we have to get creative.
create a custom enemy and check for everything that makes it interact with the player (disable all forms of damage that's given or taken). make it stationary (so speed=none in movement settings).
the idea is, this enemy has a graphic of an inactive checkpoint for default. place a semi-transparent checkpoint and a command block on top of it, ideally at head height. you might need to turn on Smart mode to force the placement. this is how the prompt would look like:
Code: [Select]
enemy [ID] sprite = [sprite ID] (change to the active checkpoint variant)
enemy [ID] animation = 1-12 (redundant, you might not need this)
delay [number of ms] (you have to time this yourself)
enemy [ID] animation = 0

you'll need to convert your checkpoint graphics so it works as a custom sprite. I believe I showed you how to do that before.
it's a bit of a hassle, I know. the good news is if you manage to do that, you're given a lot of flexibility and can make this part of the game very unique. hope this helps  :D
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