Megallix's Forum Posts

  • 13 posts
  • Alright, we ended up figuring it out. I can't explain how, I just know we set the platform gravity to 1,430, the jump strength to 250, and the jump sustain to 250 and it worked.

  • Alright so, high and low jumps, yeah?

    We need to figure out how to make our player jump 5 tiles high maximum with a held jump, while actually getting to the peak somewhat quickly. The minimum (just a tap) should at the same time be about half a tile high.

    With our current system, we were able to accomplish 5 tiles max and 0.5 tiles minimum, but a maximum jump makes it look like the player is levitating up rather than jumping, as it is rather slow.

    Our player is 32 pixels tall, and a tile is 16 pixels tall. This means that 5 tiles is 80 pixels tall, and half a tile is 8 pixels tall.

    Think Mario and Sonic, those lads can jump high and low with ease and not much jank.

    Does anybody know how we can accomplish our goal properly?

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  • Here is an example that goes from 100% to 0% and does de oposite, forever

    Just set the variable time_to_fade in seconds as you wish

    Edit: you can also use actions to change the time to make it faster or slower in other conditions

    i see, thanks

  • Every second -> Set opacity to Self.Opacity - 0.555

    So after 180 seconds it will be 0 if started on 100%

    100 / amount of time = amount to decrease per second

    sorry, theres a bit of info i left out, bad on my part

    i need this in order to create transitions for my game's day/night cycle, where i need to be able to fade the object both in and out at different times, and that code seems like it may be unreliable at times

    i originally thought of using lerp, but im not quite sure how to actually use it

  • im trying to make it so an object fades from 0% opacity to 100% opacity over the course of 180 seconds without the fade behavior

    how can this be done?

  • So I have found two things.

    1. I had it set to not pause on unfocus during previews, which is why it wasn't suspending when tabbing out.
    2. While messing with things, I found that it wasn't the wait action at all, but rather the the audio itself.

    The audio lags behind if the computer is experiencing lag. This breaks the timings, because the audio ends early.

    This also occurs if the game resumes after pausing.

    I'm still unsure of how to fix the audio itself breaking, but I can now say it's not the wait action.

  • When you tab away from the game, the game is suspended (paused) to save battery life and system resources. It shouldn't affect wait timing though.

    It doesn't seem to become suspended, as the audio and code is still running while it's off screen.

  • I need to know this because I loop my music a certain way, and that breaks because of this.

  • By "not actually open" I mean, if you alt+tabbed to a different window, not minimization.

  • I have found that whenever a wait action is involved, it's timing will fluctuate if you do not actually have the game window open. Is there a way to fix this so that it is always accurate?

  • Check out this demo:

    https://howtoconstructdemos.com/save-and-load-game-progress-to-a-disk-file-capx/

    If you don't want to save to files, and only want to give players 3 save slots, it's also possible. Simply save to "Game1", "Game2", "Game3". But you may want to keep track of which slots exist and which not.

    I see. Very helpful, thanks!

  • I meant layout, not loadout.

    Not quite sure how to update the post, if that even is a feature.

  • Basically, on my "Load Game" loadout on my title screen, I want to create a working "file select" feature where you can choose one of three save files to load.

  • 13 posts