MultipleChoice's Forum Posts

  • Here is an example-file to my problem. cacotigon ,

    The platform is shaking when moved. (Not moving constantly, but moving a bit back and forth one pixel while moved.)

    I'm quite sure it is due to pixel rounding. Switching it of at least solves the problem. But I need to turn it on, for seamless textures and so on.

    Do you guys have an idea how to solve this?

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  • Hi, I need help with this problem:

    The platform is shaking when moved. (Not moving constantly, but moving a bit back and forth one pixel while moved.)

    I'm quite sure it is due to pixel rounding. Switching it of at least solves the problem. But I need to turn it on, for seemless textures and so on.

    Does anybody know, how to solve this problem?

    Feel free to take a look at the capx-fil:

  • I worked on the movement issue with the support of some testers.

    alvarop , GeometriX , Beldrama Be kind to test level 2 again, if it's more fun to move along:

    http://exitthegame.eu/movement/

    PLEASE POST SCREENSHOTS IF YOU ENCOUNTER ANY BUGS!

    (like stuck animations when landed or at doors)

    Thanks for your support!

  • NEW VERSION:

    (same link, new caching - please be patient while its loading)

    http://www.exitthegame.eu/movement/

    enjoythetale Thanks for you positive feedback. I hope to be let you play more of the game soon, after the controls are smoothed out.

    Burvey Max speed stayed the same, but the animations have a higher FPS, so it might feel faster. I set the Acceleration a bit lower again now, in between, as suggested.

    gillenew Deceleration is a bit higher, but altogether I don't think, it has to be more radical in acceleration/deceleration. What do you think?

    Altogether I think it might be OK now...

    BUGS:

    (like stuck animations when landed or at doors)

    I also added a display of some values I need for proper debugging, since I cannot reproduce the problem and I can not find in my code, how that should be possible. If you run into any bugs again, please post a screenshot, so I can see the situation and the values on the left top.

    PLEASE POST SCREENSHOTS IF YOU ENCOUNTER ANY BUGS!

    Thanks for the support!

    Any new testers? Please tell me what you think!

  • Hi Erfeo , Somebody , blackhornet , , enjoythetale , Burvey

    Okay, movement-model reworked.

    I took out the stopping animations, made all animations faster, turning even more. The Acceleration value of the platform-behavior is higher too. Please take a look, if you like it better now. Thanks in advance!

    (same link, new caching - please be patient while its loading)

    http://www.exitthegame.eu/movement/

  • This is not an easy effect, since its part pixel, part vector processing. The contour lines look exactly, like the Illustrator Object/Live Trace effect vector detection. In the background, there is another toon-pixel-effect on the original picture.

    Maybe, this helps...

  • cacotigon thanks, my project can be tested here - separated contol object though... I`m a bit surprised, nobody likes my favorite flawless animation style

    Still I have a major problem: when you move, sometimes the control object (an all attached) are rather one pixel above the "ground", then, sometimes just by pressing down, which should not do anything, it does touch down correctly. The biggest problem is, sometimes it does not detect landing it seems. There used to be a landing detection bug in earler versions of construct2 , which should be solved. still, the movement is never really smooth. Any idea, why that happens?

  • You are welcome

  • Yeah all errors despite using the same sprite and collision-box size.

  • Erfeo ,@Burvey I understand, and I am keen to tweak, since I don't want to loose people on that issue. I am just not sure, how first of all. Also I am not sure, how much I want to loose that feature, but that does not mean I wont, since I want you guys to see the further adventures of this guy

    So please help to get that right.

    The movement-problem consists of two parts:

    • First, there is some locking of the platform behavior (like when turning around standing, or breaking)

    This can only be solved ultimately by getting rid of the seamless turnings and do instant mirroring of the player sprite.

    • Second, there are obviously some platform settings, that can be changed:

    To me, this felt right... Do you have any platform values you would prefer? More acceleration/deceleration? Or how would you feel comfortable with the behavior?

    I would like to make a new test version soon according to your suggestions.

  • What do you mean exactly? You want to code that as an effect, or you need some pictures reworked this way?

    If second, I can do that...

  • Somebody Thanks, the debugging concerning those things is gonna happen too, if the movement is finalized.

    Erfeo That is about the case, it is not a fast jump and run. Rather exploring, solving puzzles and just a bit of jumping. Just check it out here:

    Right here, it is just about accomplishing this specific level. If its not annoying and too hard, the rest will be fine...

  • Okay, i would do it differently altogether, but this solves the problem:

  • tjblazer85 Yeah, the basic principle seems to be the same Glad it helps...

  • cacotigon I switched to a controlling object and separated animations because of some collision/getting stuck problems. It is an advice in some tutorial or manual entry, and it does indeed work smoother this way.