deadeye's Forum Posts

  • Ah, hey. There's the jumping

    Okay, couple more crits now that I can see the rest of the level...

    When jumping up against a wall, he gets stuck halfway up. He doesn't slide up the wall and go over like you'd expect a platform character to do. I have to back up and clear the top of the ledge entirely to make it up.

    <img src="http://i34.tinypic.com/28vbz0h.png">

    Also, the health pickup renders it's particles in front of the player when you pick it up, I think it might look better behind.

  • The way I made jump-through platforms in my game is if the bottom edge of the player Y is greater than the top edge of the platform Y, then the platform is not solid. If the beopY it less than the teopY then the platform is solid. This worked fairly well unless an enemy happens to be passing through the platform at the same time the player is.

    All of my experiments with making jump-through platforms have worked to a certain extent, but they always seem to have small problems like that. For instance, if you make a custom push-up routine where the platform automatically updates the player to the top of the platform if they're falling, then it's possible to miss the top edge of a platform, and enter it from the side and get pushed up anyway, which just looks funny. I suppose you could get around this by making your platforms 1px tall, but that would be a pain to work with in the layout editor.

    The Platform object for MMF handled this kind of thing automatically, where you could specify "player is overlapping a jump-through platform" for certain objects. It worked great. In that regard, the Platform object was one up on Construct's.

    I was thinking of requesting that there be more than one kind of "Solid" attribute, just for this kind of thing... objects that are only solid if passing through on one side. Like "Solid on top," "Solid on left," etc. I don't know how useful that would be to a lot of people though (It would be useful to me for sure).

    As for the moving platforms, it's a matter of adding the speed of the object to the speed of the player. There are a few different ways you could implement that, but I'm sure you can come up with something. In my experiments, making horizontal platforms is way easier than vertical ones. My vertical ones always make the player jitter around, and I can't seem to get the motion smooth.

    Again this is where the MMF Platform object has a leg up on Construct... there were two different speed settings for the PMO: Velocity and Additional Velocity. If a platform had Velocity x and the player was on top of it, all you had to do was say "Set Additional Velocity to platform velocity x" and it would automagically work. So if the player was running at 50, and the platform is moving at 50, then the total speed of the player would be 100. Easy. It's a little more complicated in Construct, but it is doable.

    I'll mess around with an example and post it later, but right now I have to watch the season premier of Bones.

  • I also don't like the EULA, but I can overlook it for the most part because I really doubt Google is going to be taking my intellectual property even if they say they can.

    Actually it looks like they've redacted their EULA in regards to IP rights so, um... nevermind.

  • Dude... change to anything but IE. (oh lol its just my opinion!)

    You should be thankful for IE... if it weren't for IE we wouldn't have awesome alternative browsers to pick from that actually do things right.

    And if it weren't for IE users we wouldn't be able to feel superior to anyone

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  • I take it jumping isn't implemented yet? If it is, I can't jump.

    Seconding the attack/animation bug. I also can't seem to walk up the slope after killing the moose... is there some kind of invisible barrier there or am I stuck on the slope?

    As for the graphics... they're drawn nicely enough, for a cartoony game. The background trees don't seem to mesh well with the foreground, having thicker lines and all. Also, stuff that's far away tends to be lighter (and bluer) than stuff in the foreground due to atmospheric effects, not darker.

    The animation seems a little lacking on the attack, I'd like to see the character maybe open his jaws in an exaggerated manner like in a cartoon to chomp things.

    Other than that, it's a good start.

  • Yep, I had it installed last night for maybe 5 or 10 minutes. It wasn't noticeably faster for regular browsing, and the few-seconds-faster load time for something like gmail isn't enough to want to make me switch just yet.

    Basically, I need my fullscreen zoom. And some extensions. And I hate blue.

    Granted, someone's already made a dark theme for Chrome, but again, not good enough to switch for yet.

    I also don't like how a new tab opens my most visited sites. I don't need a tab to show me what sites I visit most... that's what my bookmark bar is for thanks. When I open a new tab I want a blank Google page, because 99% of the time, I'm opening that new tab to search for something. (And yes, I realize I can ignore the most visited page and just search directly in the url bar but dammit, it's the principle of the matter. I need my customization.)

    I also don't like the EULA, but I can overlook it for the most part because I really doubt Google is going to be taking my intellectual property even if they say they can.

  • I would think it could be improved quite a bit though.

    Aw man, I was working on this to add scanlines, pixellation, and a scrolling bloom type effect, and Construct crashed on me when I previewed it in fullscreen before I had a chance to save. It was starting to look pretty sweet too.

  • That's a neat looking effect. I can see it being used for special effects type stuff.

    And I just realized that the logo template I made has one small tooth... but then I compared it to the original on the main Scirra page and, yep... that one has one small tooth too. That gear would bind up and wreak havoc on whatever machine it's in. Maybe that's why you guys are always having to fix bugs... it's that gear, man. There's your problem right there.

  • Nope, not yet. It's on the to-do list.

  • Well, Construct is in beta, so "let the buyer beware" so to speak. And if it's ever going to be changed now's the time.

    On one hand I haven't really needed or cared about any such consistency in speed in any of my stuff yet, but on the other I can see how it would be a useful, and logical change.

    Obviously I can't let apathy rule over logic, so if we're voting, I vote for changing it.

  • I think I can fix this for a future build though - so if the ball registers a collision when deciding if it should bounce, then it should also register a collision in the events. This might get physics objects to register collisions as well...

    Yes, yes, a thousand times YES! If you could do this I would be ecstatic.

  • There doesn't currently seem to be any way to test for collision directly with a ball object. You can make a second, invisible sprite slightly larger than the ball, and put it on top of the ball and test for collisions that way.

    It would be nice to have a ball behavior condition that tests for collision though (there aren't any ball behavior conditions at all currently). Or simply make the sprite collision condition work in tandem with the ball behavior. You might want to hit up the feature request thread.

  • Well, that was fast

  • Not bad. They've got some pretty sweet prizes there.

    I might just enter this one. I don't know which game I'd like to remake, but with three months until the deadline, I think I can spend a day or two to mull it over.

  • oh i dint think of using more than 1 flame object

    Yeah, me neither I kept trying to do it with more than one sprite. Much more efficient this way (especially if your sprites are animated). Sometimes the simplest solutions are the most elusive.

    I still think the Flame effect applied to Plasma looks a little more flamey, but if you want to have an alternative for non ps2 cards this would be the way to go.