MultipleChoice's Forum Posts

  • : Thanks for your feedback. Concerning the bug: if you could be so kind, and reproduce the bug making a screenshot of it with the debug-display on. You can switch on debug-display by pressing CTRL+ALT+SHIFT+D in the game.

    Do you get stuck like this exactly? Does this happen, when you jump up from the lower right floor-part? Does this animation get stuck playing over and over again?

  • Believe me guys, it took me a hell lot of time to adjust the movement and controls to achieve this kind of fluid animation. That's the charm of the character.

    I know it is a compromise to solve it this way, but the game around it is designed according to those movements (e.g. you don't really need to turn that often, especially not quick). Surely you need to get the hang out of it first, but all test players I saw playing life, got along with it.

    Turning around can be adjusted, it is just not easy to do smooth animations for all cases. I will see, what I can do to make turns quicker.

    The second issue of space needed for jumps: yes indeed, you can not jump as far, when you are slow, as you can, when you are quicker. Acceleration is adjusted though the way, that a tiny bit of movement (less then a quarter of a tile) to a direction before your jump is long enough to get over those pits in level 2, like a quarter of a tile. Is it not normal to need to run, to accomplish longer jumps? I can adjust acceleration, but accelerating to maximum speed when jumping from standing immediately, is a bad idea too (since you don't manage to make shorter jumps anymore.)

    About the head falling off: others made it smile. Sorry, that did not happen to you.

    What do you guys suggest? How could the movement model be tweaked the way you would like it?

  • Well then, if it must run once between 0 <-> 6 value permutations too, I guess you could use sub-events and a local flag variable. Like this :

    [attachment=0:2x3kw1dt][/attachment:2x3kw1dt]

    On a second look:

    flagExecute is set to 1 once if Whatever is changed to 0 or 6, also when changing from those numbers. However, flagExecute stays the same value (1) when Whatever changes drom 0 to 6 not solving the issue completely. Also while "flagExecute = 1" is true It is triggering all events included in "flagExecute = 1" every tick.

    Simply adding a "Set flagExecute to 0" at the end of the "flagExecute" event list should round it up

  • I can't get to the link. Is the address still valid?

  • You have to enable collisions for "Karnister"

  • blackhornet Well, it's not catastrophic at all, it should be just a fun animation.

  • Thanks for the first replies!

    Did you manage to finish Level 2 at all? How long did you play? Why did you give up, if you did so?

    Burvey Sorry you don't like that kind of movement concepts. The game loads completely, thus taking longer to load.

    blackhornet Since this issue never came up, just to make it clear: when you hit a wall with full speed while running on the floor, you hear a Foley sound and actually see the guy smashing against the wall first, then loosing its head, which bumps off the wall right?

    If so, please help me understand, why there is a problem between cause and reaction for you. (The description "why my head kept falling off" sounds rather, like the animation got stuck. Not sure how to understand that.)

    Please note, that this is a test version of the new movement behavior in level 2 only.

  • variable vs. function

  • Hi,

    this is an extraction of my game in an alpha-testing-phase. The fluidity of the animations is important, but should not cause the player to struggle or prevent him from having a tight feeling of control.

    UPDATED: Tweaked movement, animations are not so smooth anymore. First task is to find out, how the control settings suit you.

    __________________________________________________

    Please give it a try, if you can finish Level 2 in this test version:

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

    (For testing MOVEMENT in LEVEL 2 ONLY!)

    Sorry for a longer loading time on the first start. Please be patient and focus on the movement issue <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    If you encounter any performance or loading problems, simply press F5 in your browser.

    __________________________________________________

    PLEASE POST SCREENSHOTS IF YOU ENCOUNTER ANY BUGS!

    (e. g. stuck animations when landed, or being stuck at doors)

    Please give me some feedback, if you could manage to finish this level. If not, please also include, why not - describing your reason as precisely possible.

    For further information and discussions about the game, please visit:

    viewtopic.php?f=180&t=122540

    Enjoy!

  • Are you guys really sure, that it solves the problem, if the Value is changing from 0 to 6?

    It still just compares, "if Whatever=0 or Whatever=6" is true, then it triggers once (meaning triggering only if previously not true). But if you want to trigger once each occasion, that is not going to work in my understanding.

    Exapmle:

    Whatever = 8

    Whatever=0 or Whatever=6 is NOT TRUE > nothing happens

    Change Whatever to 0

    Whatever=0 OR Whatever=6 is TRUE for the first time > trigger once

    Change Whatever to 6

    Whatever=0 OR Whatever=6 remains TRUE > nothing happens, already triggered

    Seems to be the same problem as described already in an earlier post of mine.

    One question Toddler: why exactly does the function solution bother you? Where does ist show up, and why is that any problem? I don't want to convince you, I just think, I can learn something there, I don't know about Please explain.

  • Me neither, before getting help here <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Best is to read this about this topic: https://www.scirra.com/tutorials/577/co ... imisations

    since other documentations of optimizing sprites seem not to mention it.

    Thanks to Aphrodite once again.

  • All right, I made a reworked version of the movement. You can find all details in my original post on top, including a link to a test version of Level 2. Pleas try it, to see, if you get along better.

    Thanks

  • With regards to the turnaround animation, I can't get it to fire unless I hold down both buttons at the same time. I don't want a stop and turn, I want a quick turn that feels fluid and doesn't kill all momentum. You have that animation in there, it's like the Prince of Persia animation, but it doesn't trigger when I'd expect it to.

    Now I understand, what you mean. The quick-turn issue is, you have to be quick of course, since it only triggers, while running. So if you release e.g. L and pause, then press R, he obviously stops first (then turning while standing). Still, that is a minor issue, I can fix that and make happen easier.

    The fluid animations are def. key to the game-feeling. So i don't think, it is off at all, just if it is preventing you from progressing. (Which apparently it does, I got that from the first comments as you can see). So the true concern is only the head-bumping at annoying jumps spots. But that could be eliminated by climbing ladders, or - as suggested - pulling up at ledges.

    I will take a look, what can be done...

  • Aphrodite: Thank you!

    Tokisom: Not sure, how that helps with this issue. The border (or "bleed") is put aroud the sprites by Connstruct 2 while defining the spritesheets when exporting.

    See my game I needed the help for:

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  • I understand, so basically it is just the head bumping mostly in the first levels (where the ceiling is low). As soon as you get to further, the levels get more space. Surely you need to get the hang out of the controls, like the right jumping spot, but some challenge is required of course for a game - if you expect just to walk through, just can watch a gameplay movie on youtube...

    Don't get me wrong, I understand the problem. I just want to separate between the "harder or different than expected so I can't rush through in an hour" opinions meaning "I'm not patient and make the same mistakes again and again, so I get annoyed" vs. the "I get annoyed, since I do everything right, but I can't achieve the right jumps or movement". First is okay, its not intended to be arcade but like a good book lasting a day. Second should be eliminated though.

    GeometriX: You DO NOT have to press left AND right at the same time. Your player just stops and turns, when pressed the other direction you are facing. I don't know, why you might think you have to press left and right at the same time to do whatever.

    Please also tell me, how far you got (which level). That would be quite interesting.

    And please give me more feedback about the controlling issue, but be patient, try to play around a bit and get used to it. In the games I play, it takes some time to get confident.