ametueraspirant's Forum Posts

  • I can't tell which pose is what action and where each pose ends

  • I'm getting this too for the record on all 3 computers I tried this on.

  • maybe a logarithmic lerp speed? I'm to sleepy gotta get some shuteye...

  • boop you replied while I was editing

    and the camera is somewhat bouncy and disorienting, which is pretty fixable by slowing the camspeed down or dividing it in the lerp and increasing the distance between min and max zoom so it's more forgiving, though i'm already thinking of how I can set it to have some give room so it only zooms and pans after a certain distance is moved and then lerps to it so it remains completely unmoved in a sort of moving dead zone.

  • dang that's polished. double lerp though I'm starting to get the sense this engine has way more below the surface I've yet to see...

    also you stuck the abs and lerp before the divide on layoutwidth...

    mayhaps I was dividing by zero and staring into the void created?

    actually after messing with the numbers a bit I don't quite understand how those numbers work. I tweaked the min and max but raising the max to 2 from 1.4 for more zoom out actually caused everything to zoom in more, and conversely reducing the minimum zoom to say 0.5 made everything zoom out more in the end...

    also changing the 1 in zoom max didn't raise the max zoom levels as I'd thought but again zoomed everything in...

  • nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

    kay

    oh hey, while you're in the capx, I have a bit of disabled code down in the das kamera tab that was giving me troubles. I'm trying to make it zoom fluidly as well as pan to the character with lerp since that part worked beautifully. I haven't tried this iteration since I was working on other stuff but it either made it zoom too far out or too far in infinitely before for some reason...

  • wow you're up late. do you think you could cap what you're changing? I'm on a weird setup where I'm working (don't tell nobody) so the computer I'm working with this stuff on has no internet and the computer I have internet on I'm not allowed to download or insert flash drives into so I won't be able to preview the cap for another 4 or so hours.

    also yes it's a bug, but I'll tell you what I've discovered since then.

    this was happening on the right wall because I forgot to flip an abs to negative so as I went up the wall faster the jump got slower. it actually was trying to push me off the walls but I'd goofed in coding so it actually kind of works without those now

    however I'd still like to know how to disable the input as the same detector that works marvels to set the gravity and slow fall speed so I know that works wasn't disabling the controls and if it was it's not respecting the 2 second timer.

    I'd update the capx but I really just changed the "set vector x" to -abs(yaddayda) on the right wall and then toned all the numbers WAY down because of how high I'd put them thinking the jumps just weren't strong enough.

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  • well the gravity thing I made do on purpose. I'm talking if you are on the wall you can hold up and towards it and tap away and never leave the wall, you won't be pushed away from it and I want the character to be pushed away from the wall as if they were jumping between walls.

    I wanted to implement a limit to how long people can walljump in a way that feels natural but you can stay on the wall infinitely just holding against it and tapping away, so long as you're holding the opposing button you won't be stopped.

    furthermore I know that I'm doing something wrong because of the 2 second limit, it should disable controls for that long but it doesn't, I can very quickly hop back on the wall if I jump off of it.

  • I've tried what should be working which is set a variable below "button is pressed" so it only simulates movement when those conditions are met as seen in this entry and you can check the capx, I set a variable when the character is on the wall and remove it when it's not, however this isn't stopping the problem of being able to hold against the wall and just slide up it without leaving the wall. I mean it SOMETIMES shoves me off the wall but I want it to act as if that button doesn't exist for the duration, and furthermore I can fully control it when it leaves the wall instantly even though I set a 2 second delay on the variables.

    I don't even know what to do with this, I can't find any tutorials on walljumping proper and the topics on disabling controls say to do exactly what I did which didn't work at all.

  • hm. I've been working on getting the dash hold on s to drift longer when it ignores player input and for some reason it stops with 0 decel, in midair. when it should be going into space... I came up with something a bit more flexible, increasing control under 200 speed feels really nice. unfortunately it broke the wall climb so it's even harder now because speed seems to be maxed out when those new lines of code are enabled. and now for some reason the dash code also does that as well but it's kind of moot with this. I need to make this acceleration less buggy, having such a slow approach to max speed affects the walljumps making them provide no lift so I increased it which solved the problem until I needed to change the accel elsewhere and that's for some reason overriding things even with limiting variables...

    multiple dash uses? like other than getting up to speed quickly? if you mean the 1 wide gaps I already addressed that issue, the player blob's hitbox is actually a pixel shorter than the visual so it fits under without needing to hold dash.

    oh and try the link again, it's been updated for that.

  • so I made a one room prototype for a movement system I've been cooking up. I like the general feel of it but I know it can bet tweaked to feel better.

    Link be here.

    the whole reason behind the tweaks is to try and create a sense of momentum and flow like in mirror's edge or dustforce or forever hunted. Using low base stats for moving, accellerating, and jumping that's augmented to ridiculous levels when moving and parkouring I almost hit on the balance that I was aiming for.

    Problem is I went a bit heavy into momentum preservation side of things, so without a lot of run up some manoeuvres are difficult to impossible which can just completely kill the flow and as a result things feel somewhat sluggish even with the dash from standing.

    I suppose the trick is the balance between arcade-y precise control and the more realistic weightiness of parkour. Is there anything I can tweak a bit to make things feel a bit better to control while still rewarding going fast?

    *edit* I know I probably shouldn't have expected much of a response for posting so early in the morning. I don't need any masterful insight from game devs, just any opinion on how you'd change the game feel a bit so I know what I could be working on. also I moved it to the arcade if you were having troubles playing it on the desktop version.

  • that's gonna take some time to work through. some things appear to be disabled, would that be feeding into getting stuck with 0 fall speed midair?

  • I'm tinkering with a rudimentary platforming system and I've noticed the actions always run their course before any other action will take place. such as when the character hits a wall I made it stop and slowly drift down the wall faster as it goes, but even if they leave the wall it still goes through the acceleration midair.

    here's the sample if you'd like to see https://goo.gl/Z3ky6p

  • https://drive.google.com/file/d/0B2pmnK ... sp=sharing just ignore all the stuff and use the download in the top right

    I re-purposed the platform example with a tutorial and came up with this. looks pretty good but I'll probably be tweaking it a bit more before I add any more complex levels to the mix.

  • too bad my browser can't access the old tutorials.