gugugu's Forum Posts

  • I am making an assumption that this is a well know issue between the interaction of the platform and the jump-thru behaviors, since I have seen posts about it dating back at least 10 years, so i'll try to make this post concise.

    If a platform object has an event that tells it to always fall through a jump-thru, it will still always stop its vertical velocity for a frame while falling through an object with the jump-thru behavior.

    If the jump-thru is a few pixels thin or thick doesn't seem to matter.

    If the timescale of the project is set to 0.1 it doesn't seem to happen, which makes it seem like a bug rather than an oversight.

    I only own C2, but I found the issue still persists in C3 after testing it in the free trial.

    It's extremely easy to replicate and is consistent.

    Because of the versatility and utility of the platform behavior, this should be remedied.

    If it is a problem within the hard-coding of the platform behavior in relation to the jump-thru behavior then the addition of an action to enable/disable the interaction between the two would seem like an obvious fix to this long running problem and help maintain the said usability of the platform behavior.

    In short, an addition of a means to turn the interaction between the platform and jump-thru on/off in the platform behavior properties, as well as during runtime.

  • I guess it really is a bug. I tried setting the time scale of the project to 0.1 and the objects fall through the jump-thru's just fine. What a shame...

    Does anyone know if this issue has been fixed in C3?

  • I think you put Y's in there instead of X's ?

  • ... even though you set it to, every tick, to fall down through jump-thru objects.

    I did a search on the forum and saw that this is an old bug, but one that's still alive and well today it seems.

    I have several objects with the platform behavior that I wish would not react to the jump-thru, but they always stop for a short while, while falling, and then continue to drop down through it.

    I've made the jump-thru a few pixels thin which didn't help.

    Are there other solutions or workarounds to this?

  • Thanks for the reply! After having a look at the examples (and some others) this stuff is going way over my head. I usually find a way to solve things but they tend to be workarounds and probably the farthest from the correct way of going about it.

    It's also a somewhat minor mechanic in the game and I'm not sure if it's worth my time (of which there is little) to try and learn how flood filling works.

    My idea was to have a sprite (the same size as a tile of the tilemap) get spawned on the tilemap and have that sprite spawn 4 iterations of itself in each direction but only if there is a destructible tilemap underneath it. The sprite would then delete the tile that it collides with, and repeat. So, a hack based on collisions basically. But I guess it can't be done if I don't understand how to have an object collide with a specific tile on the tilemap.

  • I'm trying to create a destructible wall that gets broken down once a part of it gets collided with. Clicking on a tile seems to work to destroy or manipulate the tile but I don't understand how to make it react to a collision with a regular sprite object.

    The Kirby games have something similar to what I'm trying to accomplish:

    https://youtu.be/wQQMI6Up96Q?t=1315

    How should I go about doing this?

  • I've been spending a lot of time over the weekend trying to find a dialog system that fits everything you would expect in a game with features such as:

    -Typewriter effect with word wrapping (that does not move to the next line mid-word)

    -Means of manipulating the text on display such as pausing between words, changing color, etc.

    -Getting lines of text from a file in a simple and intuitive way without basically having to learn programming

    What I have come across has been extremely disappointing in terms of ease of use and means of which to implement these features into my project in C2. All the examples I've seen on how to manage these somewhat basic text features (in terms of what you would find in a game) have been extremely convoluted and confusing.

    So my question is for C3, is there a plugin, object or behavior that make this seemingly basic setup into something manageable?

    To put it in another way, is it easier to handle text in C3 than in C2?

    Cheers!

  • Thank you both!

    alextro that is a very clever and simple solution and exactly what I was looking for, thank you.

  • I have a doorway system set up and would like for a character to move between these doorways. The doorways are the same object.

    Is it possible to have the character move from a door with the value of 1 to the next door with an equal value and back again?

  • I am, truly, sorry to say that this is the kind of thing that makes me hold back on getting a subscription for C3 and to just fully develop my game in C2.

  • Looks fantastic! If I may offer a small bit of criticism of something that stood out to me as I watched the video:

    The vertical scrolling is a bit jarring as the character constantly jumps very high. If there was a midpoint between the ground and the character that handled the vertical scrolling that would look more pleasing to the eye, IMO.

    I'm not sure if there is variable jump height but looking through the video it doesn't seem like there is. That would go a long way in my book, especially since the game seems to lean heavily on player expression, it's a good idea to let them control the jump height.

  • Else! It worked! Thanks!

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  • Thank you that would solve it, though I used a bad example, sorry; What if it was toggling between two animations instead?

    It's something I like to use when debugging my game.

    Press button when Effect 2 -> Effect 1

    Press button when Effect 1 -> Effect 2

  • This may be a silly question but I've never been able to figure out a quick and effective way to do this:

    Let's say I want to toggle a sprite from visible/invisible with a single button press. How do I accomplish this, preferably without flags or values, in simple and clean way?

    What I usually start with is something like this:

    Button is pressed

    -Sprite is visible -> set invisible

    -Sprite is invisible -> set visible

    I understand why it doesn't work as I want it to and why the bottom child event is what we end up with, but sure would be nice if it did sometimes :D

  • Thanks BonzerKitten! That is definitely very encouraging! Do you mind if i ask if you pay them an up front cost for porting or do they take a percentage?