EBDev's Forum Posts

  • 8 posts
  • Seems the platform object behavior is not framerate independent.

    It will run differently depending on if it's on a 60Hz or a 144Hz display.

    Since I can't limit the FPS and at most all I can do is v-sync it, how do I go about achieving framerate independence for the platform behavior?

    Searching the forum doesn't yield any real solutions - modern games should be able to handle both 60Hz and 144Hz. Any help on this is greatly appreciated.

  • Hi everyone,

    It looks like the 'on collision' and 'on overlap' events will trigger when two entities are simply moving along each other.

    I.e:

    It seems the grid border is where the collision / overlap occurs.

    Is this intended behavior? If so what is the recommended way to detect only actual collisions? How would you create pixel perfect collisions?

    Any help is appreciated here. Can't think of a solution to this that wouldn't be overcomplicating things.

    Thanks!

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  • I don't think using 1 | -1 works here, it works if you split it up. I don't think Construct particularely likes | in many cases. Now as to why it doesn't detect a collision... no idea, but I'd guess it has someting to do with the inner workings of the platformer behavior? The platformer behavior also has a condition (is by wall) for checking this btw.

    Ah interesting, splitting it out does indeed work. I should have tried it :)

    I'll do that moving forward. Thanks!

  • Hey all,

    It seems neither 'On Collision' nor 'Overlaps at offset' will work when a platformer object hits a solid object while standing on a moving platform.

    I made a very simple sample project to demonstrate - clicking on the blue block makes it move left, but when the player collides with the purple block the events do not trigger.

    drive.google.com/file/d/1DcnX3D8Xer4BVSXJ10OzIMov8VkmTcN2/view

    Is this a bug or am I doing something wrong here?

    Thanks in advance!

  • For anyone that may come across this topic in the future -

    This can be solved by implement a physics based movement system. Use nothing but the physics behavior on your player character (no platform/8-way, etc.) and implement custom movement

    I'm directly setting the velocity but you can probably do this with impulses and forces depending on the game feel you're going for

    Colliding game objects / walls will then need to also have the physics behavior but be immovable. This is probably a non-insignificant performance hit so develop accordingly..

  • Hi there,

    I'm trying to make an object slide along solids in a top down RPG style game.

    Using the 8-Directional movement behavior, the player stops on an angled solid and does not move.

    I'm looking to have it 'slide' along in the same way Godot's 'move_and_slide' function works, or similarly to the 'car' behavior (though I find that one is particularly glitchy around sharp corners)

    I found a few posts discussing this topic, most useful one being this one here:

    construct.net/en/forum/construct-2/how-do-i-18/8-direction-behavior-slide-95148

    But I find this is far too complex for a top down RPG where I just need a simple 45-degree ramp.

    I also found the following suggestion:

    construct3.ideas.aha.io/ideas/C3-I-1403

    One of the comments states to combine the platform behavior - I tried this with the 8-directional but the platform movement does not take over for sliding, and the platform behavior does not work with steep slopes.

    Is there a simple solution here that someone can recommend?

    Any advise is much appreciated!

    Tagged:

  • Thanks calminthenight, appreciate the help!

    Got a pretty convincing burst effect going based off of your example.

  • Hi there,

    I'm making a top-down RPG and can't seem to find a nice way to make pickups burst out of objects in random directions nicely. Searched all over and can't find the answer. I saw some suggestions were to use physics but that doesn't really work on a top-down game.

    I have a rough working version using the bullet behavior:

    But it doesn't really look and feel very organic.

    Any suggestions greatly appreciated!

    Tagged:

  • 8 posts