brockatkinson's Forum Posts

  • When a platformer behaviour is attached to a very small sprite box (I've specifically set it at [6, 17]), and the sprite tries to walk across angled (rectangular) platforms, it seems to get 'stuck' a lot.

    It doesn't seem to happen nearly anywhere near as much as when it's using large sprites.

    I've tried creating an event which changes the angle to whatever it's colliding with, to little avail. Also I've tried 'rounding off' the edges, but occasionally it gets stuck on the edge of a flat box, too.

    I think this is a case of collisions being too precise when they get too small. Is there the ability to make collisions a little more forgiving at smaller levels, or would it be easier to just double the size of everything?

    I'm keeping it small because I'm trying to keep the overall size of the layout down.

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  • Multiplayer is on our todo list!

    That's fantastic to hear. What kind of time-frame are we looking at, here? A ballpark guess is fine. I am more curious, is all.

  • If it makes you feel any better it's set to that as default, and is not giant, and I missed it myself for quite some time when I tried my own platformer stuff.

    Still, I had to test if your project would work under mouse and then keyboard until I figured out the problem.

    So don't feel bad :)

  • My lecturer said that designers tend to either come from the artist side or the programming side, and work their way through to being designers. Is this true?

    And if so, what angle did you come from?

    He also mentioned that it's possible to move in from testing, sound, marketing or business, but it's done very rarely.

  • My name is Brock, and I'm a Sound + Software student from Australia. In my final semester, I've been given the project to prototype several games and test them (the user testing is the crucial part). I wanted to do html5 games (even though the sound support is still kind of dodgy), because of the speed of running them on a client machine, especially for test purposes.

    I'd searched for about a week until I settled on Construct2, as I'd wanted to code a lot of it by hand. But this works because it's easier for my artist teammates to be able to use, and by God is it quick to build games from scratch? It's incredible.

    So hopefully you guys should be able to see my prototypes soon, as I hope to get as many opinions on it as possible.

  • This might sound a little too obvious, but it's not a bug; it's because your player's 'Default Control' is set to On (or Yes, rather). If you turn change that to 'No', everything will be right in the world.

    That had me stumped for at least a few minutes.

  • Guys: I don't want to sound ridiculous but it's suddenly started working exactly as I wanted. I don't know what has changed, and I don't think I touched anything. I don't necessarily want to touch anything anymore lest it explodes.

    Thanks for the help :D

    Argh! Why would it just suddenly work when giving me a headache for so long?

    Thanks guys. Sorry I wasted your time. I really should have just waited for Construct's self-healing properties.

    (By the way I'm a big fan of the engine and the stuff you guys have done. I bought it yesterday. Also for some trivia, I was in a unit with David 18 months ago. He's a pretty cool guy. He makes games about UFOs abducting strawberries and doesn't afraid of anything.)

  • This was originally posted here but I was recommended to put this here, as it will get more exposure. It turns out (and I confirmed it), that the Platform plugin works exactly as I want it in Construct Classic, but on Construct2 it's limited.

    What I essentially want is a platformer plugin, which can invert its own gravity and go on the roof. Sounds simple enough.

    I edited the platformer plugin, and there was the snippet:

    acts.SetGravity = function (grav) {
         this.g = grav;
         if (this.g < 0)
              this.g = 0;
    };

    So I simply removed the if() case, and was able to set my character's gravity to -1500 and it worked perfectly; he 'fell' onto the roof, just like I assumed he would.

    I want to have it able to be changed in the game, and I've set up keys to change the gravity (from 1500 to -1500). However, every time I go to change his gravity value in an event, it initializes it back to zero for some reason.

    Is there some type of fallback in the event code which does this?

    tl;dr the event manager, for some reason, won't let me change a behaviour plugin to negative, even though the plugin has been altered to allow for that.

  • Sorry. I'm using Construct 2, which I should have mentioned.

    It doesn't have "set gravity direction".

  • Hi.

    What I essentially want is a platformer plugin, which can invert its own gravity and go on the roof. Sounds simple enough.

    I edited the platformer plugin, and there was the snippet:

    acts.SetGravity = function (grav) {
         this.g = grav;
         if (this.g < 0)
              this.g = 0;
    };

    So I simply removed the if() case, and was able to set my character's gravity to -1500 and it worked perfectly; he 'fell' onto the roof, just like I assumed he would.

    I want to have it able to be changed in the game, and I've set up keys to change the gravity (from 1500 to -1500). However, every time I go to change his gravity value in an event, it initializes it back to zero for some reason.

    Is there some type of fallback in the event code which does this?

    tl;dr the event manager, for some reason, won't let me change a behaviour plugin to negative, even though the plugin has been altered to allow for that.