Mr Wolf's Forum Posts

  • I want him back so he can help with my platform woes

  • I was referring to the 3D box bug where boxes that are not overlapping or contained in the original screen resolution area do not appear but can still be interacted with.

  • I think people should focus on learning the software as it is and making good games, not getting blinded by shiny things.

    The software isn't even finished and besides, adding new things is not necessarily a bad thing. If everyone should be learning the software as it is, does that mean people should not have created new plugins/features? Plenty of new features have been added to Construct and they are extremely useful. There are quite a few third party plugins too. They only make Construct better. What about all those Effects? Are they so bad?

    3D is not just some shiny thing. It could save people a lot of time in many cases. That time could be reinvested in higher quality gameplay. VRAM is a real issue too. Some things really ARE limited by VRAM. Besides, a better looking game will always be taken over a game that is not as good looking if their gameplay is the same. 3D objects would open up countless possibilities to make better gameplay too.

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  • For the record: some big expensive commercial 3D games do have problems with moving platforms.

    I've seen lots of jittery elevator sequences, for example in EA's Mirror's Edge you kind of sink into the floor while going up. In Pandora's Box (using Epic's Unreal Engine 3) there's a terrible bug where if you're doing over 60fps you go through the floor of the elevator right at the end of the game. There's lots of them so it seems there is no widely known perfect solution.

    2D is entirely different than 3D. I don't think you can really compare them with something like this. I'm thinking more like 2D Mario.

    Edit: Just remember I'm not a programmer...

  • What kind of fixes were being included?

  • Have 3D boxes been fixed?

  • That's unfortunate. I hope someone makes it sometime.

  • But how then do professional/commerical platformers do it?

    I'm still not sure what to do. Also, even when the platform is set to move slower than the player, it still happens. Should I just only use platforms that move horizontally?

    Edit: What about some mixture of physics and friction? That's how it works in real life...

    Edit 2: This sounds like it makes sense. http://www.gamedev.net/community/forums ... _id=541104

  • A 3D object loader would be like New Super Mario Bros. DS, right? The viewing angle is always from the side, but you can use 3D objects instead of sprites. I've been thinking recently about how incredibly useful that would be...

  • I have a platform that goes downward at an angle (the movement, not the sprite) into some lava and a ledge for the the player to jump onto just in time. For some strange reason however, while jumping off the moving platform, the jump is all wrong. It doesn't have the same height or momentum. I'm not using anything special to do the jumping. It is just the Platform Behavior. I suppose it has something to do with the combination of how Construct handles jumping, movement, and standing on platforms, but I have no idea what to do.

    How exactly does Construct handle Platform Behavior objects standing on platforms? It feels like it is applying some force to the player to keep him on the platform so then when he jumps, it feels like he's weighted down.

    Edit: I've tried both Custom Movement and Path Movement for the moving platform. Both do the same thing.

  • For my 2D platformer I would like to be able to do a nice heat shimmer where the heat makes things distorted and all that in desert or lava levels.I'm not sure the best way to do this though. I tried putting Warp on my tiled background in a test level and it lowered the framerate. Also, with Warp I'd have to put it on each object I want heat shimmer on. I'm not sure if I want the shimmer on just the background or everything or just select objects, but I'm certain that adding warp on each object would kill the framerate. I'd like to know the best way to do this kind of effect (preferably with control over what gets effected, though that isn't as important as framerate).

    Thanks in advance

  • You work quick, thanks. If you someday add the center on player thing for margins, I will declare you the Hero of Construct

  • That fixed it, thanks.

    BTW, if you leave "Center view on me" checked, it breaks the margins (expected) but also turns unbounded scrolling back on (even with Bind to Layout). Just something to remember if someone tries it out and it does that.

  • I can't get it to work. I'm using version 0.99.82.

    I have this:

    Start of Layout

    Create Camera with 100 for each margin

    Camera follow Player (no offset)

    It does an offset to the left and above of the player (by 100 pixels each direction) and seems to use unbounded scrolling even though that isn't turned on for the layout (I checked).

  • That would be awesome!

    Then the player could move a few steps in a direction (or a lot) without scrolling, then when he runs into the side of the box, the camera moves to center on him. It could then keep him in the center of the screen the whole time he is running, then when he stops or changes direction, the box is reset with him in the center so he can take a few steps in a direction again before the camera moves. If it just scrolled as he pushed against the box edges without moving to center on him, he might not have enough field of view in the direction he was running.

    That would be one amazing camera for all sorts of games