dupuqub's Forum Posts

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  • I dont know about not being able to scroll IN the editor, but there's this option that kinda relates to the subject? I apologize if that's not the answer.

  • Since you're already using a server, you could have a stock of Jsons that are essentially the states for each level. The user would then request the level's Json on load and in turn the game creates the scene accordingly.

    Hope it helps.

  • I might be wrong, because my experience with online mechanics is limited, but I believe unless you send a main list of players from the host to the peers, as the "source" of the info, you won't be able to achieve this, unless you use a server, which becomes the host, so... in other words, treat the host as the server.

  • the problem should definitely be solved, but what Dop2000 mentioned is a better way to communicate this error to Scirra (if it is indeed a replicable error).

  • sure, but I'd personally remove the esc option for the menu if the enter already does the same thing. It's very error inducing.

  • 10/10 project, glad you posted it here! I'm extremely impressed.

    as a side note, the menu on Esc actually gets me out of fullscreen.

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  • First of all, what a beautiful character art and animation, super alive and expressive. 11/10.

    Secondly, you have the option in the behavior "Custom" to eject from solids, but personally I always find it more visually appealing making my own ejection feature, mainly using "Tween" for a more delicate effect, rather than just snapping out of it.

  • I'm 100% sure that ROJO's approach is valid, but I still don't think it is the most minimal form of the solution.

    The process below is what I described above.

    EDIT: just keep in mind that if you want to change the precision, change the steps in the SlideBar, and not the maximum value.

  • If I understand your problem correctly, you have 360 degrees of movement and whatever width you have on the bar. It shouldn't be more complex than a rule of three to translate one value to the other.

    As a side note, I would pin the ball to a point on the object you are actually spinning. It feels like the minimal way to do it.

    Hope that helps.

  • Hi!

    You'll probably have a better shot if you publish your idea in the official request page.

    Although, from my current experience developing a custom platform behavior (exactly because I was fighting the collision's ejection system), I don't think behavior changes are usually something Scirra actually considers, so, I wouldn't get my hopes up.

    Either way, I love your idea, and I hope I'm wrong.

    Cheers.

  • f***, why didn't I think of that. I gonna say I'm tired to not say I'm stupid lol.

    Flawless fix, thanks!

  • Your issue helped me to understand the Vectors a lot better! I'm extremely glad you mentioned it.

    But still, now I'm faced with this strange difference of Gamepad VS Keyboard that I never thought was to be an issue.

    Can you think of any workaround? I've been frying my brain trying to get a more succint approach, but the only "reasonable" solution was to get input directly from JavaScript, which is not great, but... I can't think of anything else.

    Still, I really appreciate the feedback, thanks.

  • So, I have this problem where my jumps go higher on a gamepad, even though I made the controls universal (at least I thought so.)

    The values on the image below reflect the "Player.Platform.VectorY" values, and there's a clear difference that I can't find why it exists.

    The file I'm using for this test is below.

    Gamepad_Keyboard.c3p

    Any feedback is appreciated.

    Cheers.

    EDIT: I updated the file to be more concise.

  • I really like how you made the voices unique with the different clicks, flawless.

    Also a very cool project overall, but the background art on the page really stood out for me, it looks dope af!

    Did your ever consider using that style for the dialogue portraits? or even the whole game? I mean pixel art is cool too, but I was really impressed by that style in the background art.