Davioware's Forum Posts

  • yea, it's very possible. Construct essentially has it's own powerful programming language (the event sheet), so python is unnecessary (not to mention broken). I know for a fact this is possible, because I've currently got two games where this is a feature. Get comfortable with events and this isn't too hard to accomplish.

  • I would be interested to play about with it. May come in handy in my next game.

  • I don't find it half bad. with snap to grid and control+drag it's actually pretty easy.

    This would really take construct a step ahead of other game-making tools

    I think it's already a few steps ahead.

  • really useful! I had to do everything you included in here for epicopter's camera by hand...

  • Actually there is no 3d box .

    I think it could do with (a lot)more enemies which are easier to kill.

    Linkman, I wanted the player to feel underpowered, compared to most shmups where you upgrade your main weapon and wipe out half the screen in seconds. I agree that it could use some balance tweaks, but i don't want to fill the screen with munchable fodder.

  • Cho, it would be a good idea to specify what you need help with.

  • I don't exactly understand what you mean, aren't your animations set up to work with the velocity of player movement?

    cause the velocity and the animation loop doesn't sync properly - or I'll have to precisely time it, which breaks in cases where a cutscene starts and the player could stand anywhere on the screen, but now has to go to X.

    If it doesn't sync properly with manually setting of X velocity, then how does does it sync when the player is controlling the character? Isn't the animation precisely timed for player input? Why wouldn't it be synced if the player was standing at any distance from X? Maybe a ss or video would help me me understand correctly.

    Which means that the player would move to X and the exact settings that I set-up in the platform behavior would still apply. Doing it over X Velocity won't ever work in those cases.

    Like jumping etc? or do you mean accel and decel.

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  • well explained, and I agree, it would be useless to have such general expressions. That's pretty much what families were made for; to address specific groups of objects.

  • You could hash the ini file, save a hash, then only load the ini if the hash matches the ini.

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  • specify two points, then specify two objects as arm1 and arm2. the arms would then form into an ik chain starting from point one, and attempt to reach point two. Maybe just specify arm1 as the root, then another point as the goal.

  • yes you can, and it would probably increase performance.

  • thomas, you can make the player walk to a position with a position compare condition and then set x velocity to the player walk speed.

    Also, for the ledge jump not being powerful enough thing, you can hard-force a jump of any height either by

    a: setting the player's jump strength to a higher number, jumping, then immediately setting it back within the same event

    or more easily....

    b: set the y velocity of the platform movement to a negative number (which is what "jump" does essentially)

    by controlling the y velocity you can make any kind of jump sustain/ jump system you want, even add a manual sustain to second jumps like you want with a bit of eventing.