Aphrodite's Forum Posts

  • Ten years ago (time flies by), I wrote a topic about calculating the JumpStrength and Gravity by deciding on height and jump elevation duration (it was construct.net/en/forum/construct-2/general-discussion-17/choosing-jumping-parameters-95703 )

    Long story short, every time I mention this type of scary math to people that aren't very comfortable with it, people usually don't look too much into it because it isn't an easy matter.

    So recently (because someone needed help for their jumps), I made a tool with Construct 3 that will calculate just that and test the result as well, you can either set a height and jump elevation duration, or a height and gravity, and the tool will display the following :

    Height (in pixels)

    JumpDuration (in seconds)

    JumpStrength (in pixels per seconds)

    Gravity (in pixels per seconds squared)

    So you can for example decide on a height and jump duration, and use the resulting gravity and jumpstrength in your platform behavior to have that exact jump in your project; Alternatively, you can decide on a height and gravity, and have the jumpstrength to use.

    link to the tool is :

    fishou.itch.io/jump-parameters-for-construct-3

    it's pretty barebones, you click (or touch) to choose what values to set, then you edit textboxes and then click on an empty space to see the resulting jump.

    Tagged:

  • Bl4ckSh33p I have!

    I put it on the construct discord just in case dropbox does it again, but I'll provide both links:

    https://www.dropbox.com/s/vh9eble6azg2s ... .capx?dl=0

    https://cdn.discordapp.com/attachments/ ... ndbar.capx

    Hope it'll work well for you.

    IIRC the black circular sprite needs to be in destination out blend mode for it to magically work.

  • pick Nth imstance will pick the nth instance (1st or 2nd or 3rd or 4th etc...) not multiple instances AFAIK

  • When no sprites are picked at all, an else will trigger (it's actually the only time you want to use else with a picking condition).

    As for you first issue, try adding a condition system: pick Nth instance or pick random instance depending on your need after your conditions.

  • to prevent it from going outside boundaries I just use solid objects generally

    EDIT: I misunderstood the issue, but I still think you might just want to set the vector X to 0 at the collision moment so it stops right there then starts going the other direction

  • using the browser object, you can return this value with Browser.Language

    "Language

    Get the browser's current language setting, e.g. en-US."

    source: https://www.scirra.com/manual/110/browser

    No idea how accurate that is tho.

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  • technically the player can go up of 1 pixel each pixels officially, but my guess would be that you could prefer to use actual slopes or align your boxes (using for exemple the grid of the layout view for an easier time editing) to prevent this kind of issues.

  • Well one quick check to see if it is rendering the issue would be to change the quaity of the rendering (fullscreen scaling) to low and test (it's a project property that is on high by default, more infos in the manual but basically it will not scale up the game assets if needed which should improve the perfs if it is indeed GPU bottlenecked)

    I'm not sure it's caused by it but I'll ask anyway: why not use a tilemap for the ground? you can set it up to be different each level.

    It's very weird though, as it seems simple ad so I don't see why it operates poorly, how are you testing on mobile too?

  • well you'd need to be an approved developer by nintendo I think, which means you'd need to fill out a developer applicaion https://developer.nintendo.com/register/create

    and I think you also need to buy a devkit but I am not sure about it, as all people in the program are under non disclosure agreement so nothing filters (I am under no NDA since I am not in this program).

    However do know that the HTML5 on wii U using the nintendo web framework simply does not work with webGL, and as a friendly reminder, WebGL isn't just for effects, it ensures the game runs fast, so I would not even bother, all the things I heard is that it is clunky, and not great perfs wise due to that.

    More infos should be discussed on the developers forums of nintendo I guess, but that requires a developper account.

  • The setting applies for all instances indeed, I think a way is to use the paster plugin rather than a sprite (that or having enough animation frames maybe)

  • I simply like to do mechanics, I did complete some games in the past with other things than C2 (I'm thinking of Squiddy which is a simple rotation based game for exemple on pico-8 that was based off a C2 prototype), I might port one of them one day. But real life always catches up so I don't have as much time as before.

    I also have some random mechanics simply waiting to be used (like a shmup flappy bird, an actual shmup and so on...)

    I always loved making games actually, I should maybe do templates and give them actually, as that would mean working on the mechanics while helping others.

  • The thing is I'm the kind of user who is using the engine for fun and doesn't actually make games with it (not finished one that is in most cases), I still did some things not for myself with another user (KFII I think is his username here):

    this thing : http://www.thepoke.co.uk/Channel4_2014/ I used C2 with someone to convert to html5 the flash version of this: http://www.thepoke.co.uk/2010/11/25/pla ... generator/ for some reason, I cannot find back the page where they are using the html5 version tho

    EDIT: found it http://www.thepoke.co.uk/2014/02/25/lea ... generator/

    and other things like that, I also did a minigame with an extinguisher called extincteurs on facebook, which does not work anymore thanks to dropbox but if needed I still could find a way to reupload it I guess, even tho facebook will not work with it

    EDIT: done: http://extincteur-fish.bitballoon.com (it's in french and facebook does not work at all as I said).

    And I had an abandonned project which is totally not approuved by sega : http://alex-kidd-2-abandon-ver-61.bitballoon.com (arrow keys to move, X and C to puch and jump) with graphics made by Watain or shamelessly ripped off the original (as it was a work in progress not everything was done at the time, I know it isn't legal to do fangames so do not lecture me please.)

    and the rest is not worth talking about, or is templates or works to help people, I don't think it'd be helpful to you but if it is I can search some.

  • I just woke up and just read it so I may not be as constructive as I could

    The review isn't bad, it hits the points it needs to while talking about an experience, I think you also got the process of creating this type of game pretty well even though that isn't the point of the article.

    As for my experience with c2, it's simple, yet powerful, but somehow lacks key features and has other features not that crucial, which can be a pain, good thing the community fills the holes, and even tho I don't use 3rd party plugins in most cases (because I'm not looking to make money so I can learn anything that can be done and it's clunky to use them in c2), in c3 the situation should get better.

    However the community is full of non professional people just looking to make games, with in the past some money milking people that I can't call professionals either (talking about people admitting they were making trash for money), what that means is that c2 was a niche engine and if it continues it can be the same for c3, but that could change if C3 doesn't hold back as much as C2 on some parts for bigger games, or if third party plugs are easy to buy and use and maintain, otherwise community is really helpful (except for the trolls but you gotta have those).

    Subscription model isn't a big deal as it's cheap in that case, that's not the deal breaker for me, lack of ways to monetize html5 games and being not as clear that it exports only to JavaScript could be deal breakers tbh.

    I hope I wasn't too sleepy and that this post made sense

  • No.

    Because when someone screw up the announcement that badly, you can't just let it slip.

    I don't think the pricing is bad tbh even tho unadapted

  • Well I just tried it on my side with a random image from wikipedia, and it simply uses it from the cache (I loaded it once then cut off my internet and refreshed the project to retried, it worked). This may depend on the origin of the image caching options though.