gugugu's Forum Posts

  • Thanks again fredriksthlm!

    After looking around a bit this seems to be a good tool for porting C2/3 games to consoles:

    https://www.construct.net/en/forum/construct-2/general-discussion-17/chowdren-fast-construct-134395

    I don't understand how Chowdren is not a fully supported add-on to Construct by Scirra, or how they have not made a similar tool for porting games on their own. It doesn't seem like HTML5 is ever going to take off and go where Scirra wants it to go so why not meet your customers half way and give us something to work with for serious development?

  • Thanks for the reply fredriksthlm! What are some of the Construct made games on Steam and do you know if any of them has made a decent return?

  • Hi All!

    I have a few questions about making the commitment to create a game using Construct 3. I'm looking at making a 'classic' video game, meaning using a gamepad to play it, with button controls, a one time release on console/PC/Mac.

    What I'm not interested in is making a game using different monetization techniques for Android/Iphone or Facebook or Kongregate or anything like it.

    As far as I understand it, Nintendo Switch, for example, does not support HTML5 engine to run games, so making a game for it in C3 is not an option.

    What about the rest of the available console platforms; will they support a game made in C3?

    If none of the consoles support C3 made games then it seems like a PC/Steam release is the only available option for the kind of games I'm interested in creating.

    Does anyone know of any C3 games that have had a successful PC/Mac only release?

    Am I understanding it right that C3, in the way that the market looks, is geared mostly toward PC or free-to-play monetization models?

    I've used C2 for a very long time and I love how it works. In terms of usability it's perfect for me, but I've never seen a way for me to actually make the games I want to make, and make a living doing so.

    I hope I've been clear in communicating what it is I'm trying to do and if using C3 is the right tool for people like me.

    Thanks!

  • Thank you both that did it!

  • Is there a way to add text at the beginning of a sentence? What I'm trying to do is add a character at the beginning of a string based on a value.

    So if the value= 0 then nothing:

    "XXXXX"

    If the value = 3 then:

    "YYYXXXXX"

    it adds 3 'Y'

    What i need is basically the 'append text' action but in reverse!

  • Yes, you're absolutely right! All the 'trigger once' events I had caused the issue. Thank you!

  • So I've been working on a game for quite a while. I never implemented a pause function because it always makes me uncomfortable, haha. I'm coming to regret it now as i grouped all my groups in a big group called ALL, thinking it would be easy to just toggle this group on/off to have my game pause. I have a few sub-groups in this ALL group that are deactivated or get deactivated.

    The problem comes up when toggling the ALL group on/off since this seems to activate sub groups and starts unwanted events. Is there any way to NOT activate these deactivated groups when toggling the ALL group?

    Thank you!

  • It does something. But unfortunately it still keeps that gap between the objects. Is there any other solution to this?

  • I have 2 objects both using the platform behavior, both have the same gravity and max fall values.

    One is the playable character and the other is a big block that also uses the solid behavior, so the playable character can climb and jump on it.

    Is it possible to have the big block fall, while the playable character stills stands on it, but without the playable character losing footing? (So that the player can still move the character around as the block falls) It seems whatever I do the playable character always stays a few pixels on top when they're both dropping, which ruins the whole idea.

    I read somewhere on these forums that I should attach the character to the top of the falling object. I've tried setting its position to the top of the bounding box. I've also tried pushing the character down while the block is falling using the Y velocity but none of these solutions seem to do the job.

    Does this even work? Should I change the big blocks behavior to something different? Help!

  • thanks, i considered it but it would mess up a lot of different things in the game as it is right now.

    it would make more sense to me if the jump-through behavior was tied to the mid/bottom of the bounding box rather than the whole collision polygon. i feel like a lot of things about construct try to be a catch all but end up like a wide holed net. sometimes it's better to keep things focused but with limitations.

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  • either way, i think i'm throwing in the towel for this one. it was meant to be a game jam submission but i've spent too long dealing with little C2 annoyances like this one that i can't really see a straight solution to. it's probably best to keep to the basics and not to overly rely on C2 functions to make games using the engine.

    thanks for offering to help!

  • dropbox.com/s/8qkbfaiztau7yc1/slopex.capx

    hope that works.

    the slope to the left works OK but the ones with platforms at the top don't. walk down the slope as the collision box is overlapping the top platform to see what happens.

  • i didn't disable, but what caused it seems to be when two jump through platforms are overlapping. i have some that are diagonal and some horizontal and it seems like the platform behaviour thinks it's on both of them if at any part they are overlapping. problem is i do need them to overlap!... any ideas?

  • it's strange, it was working fine for a while and then all of a sudden, without any changes in the code (only changes made in the layout) the platform movement continuously falls and lands when walking down a slope at a 45 degree angle. this causes a judder of the sprite and all on landing events to get triggered.

    the speed for the platform movement is slow, 77 at max. is this a bug? are there any ways to fix it?

  • i could've sworn i tried that! thank you, that does exactly what i wanted it to!