Psynaptik's Forum Posts

  • I know that I should not mix the two together.

    I would like objects in the game to have physics properties. But I would like the player to have the unrealistic movement of platformers.

    I've tried using a wheel as the main mover for the player so that it can go up slopes with no problem, but it all just feels very loose (got that idea from the thread on making sonic like movement). I'm wondering if I'm going about it the right way.

    I want to have some objects with different density and to be able to stack etc., but I don't think I want anything too complicated.

    Am I better off making it all physics and doing custom platform movement, or making everything platform and use instance variables etc. to modify the objects behaviour someway?

  • That's really useful zatyka, thanks for that.

    Yeah, what I meant was dealing with conversations and dialogue trees mainly. I see a lot of chat on these forums about physics and mechanical type topics, but not much on how to handle large amounts of data and/or text - needed for a dialogue system! That, plus there didn't seem to be much in the plugins list that seemed to suggest there was much functionality in that area (at first glance anyway).

    I look forward to getting into what you've posted here - cheers.

    Do you think the XML plugin would work well with something like ChatMapper then? That would be awesome if it could!

    Although I must confess that I've got INCREDIBLY excited about that Adventure Creator Asset for Unity - it looks awesome! Cheers for that link Rayek!

  • I've solved my own problem, but posting the solution to help others.

    In the end I used the MovingAngle property of the Platform plugin in conjunction with 'overlap at offset'.

    If anyone has any comments (maybe I've missed a simpler solution?), then please let me know.

    [hyperlinks are broken - would like to post but can't!]

    dl.dropboxusercontent.com/u/16226125/ConstructExamples/Platform_slope_slowdown.capx

    Hope this helps someone.

  • Hi there,

    I'm using the platform movement. I wanted the character to speed up/slow down a little moving up and down slopes.

    Did some searching round and found people with similar problems but no resolution. I've tried using VectorY and MovingAngle from the player character to check if they're moving up a slope, but the diagonal angle of a slope doesn't show up in these values - they're only triggered when you're in the air.

    I.e. how do you check the angle of the ground below you, when you're on the ground?

    Thanks in advance.

  • I'm really interested in doing a point and click and, although I'm aware of AGS and how well specialised it is for this kind of game, I want more people to play my game, and this is why I've picked up Construct2 at all - for the multi-platform aspect.

    BUT, it does seem that although it does movement, physics and animation type things well, it's lacking in text manipulation options.

    How do people get round this? If there's an extra plugin for it, will that work across all the platforms that Construct2 exports to?

    I used to use MMF2, and I've abandoned it because the minute you want to publish to web/iOS/Android you lose over 70% of functionality because most of the plugins/objects/classes don't work for those exporters.

    BTW, Gemini Rue only got released in iOS because it was totally reprogrammed from the ground up - nothing to do with AGS itself really, although the open sourcing obviously helped!

    AFAIK there's only 1/2 people working on porting AGS across other platforms such as Android and iOS, and this is just to get the AGS runtime working on those platforms. There's already a lot of work gone into just getting existing AGS games running on Android, never mind exporting from the engine.

    So yeah, can anyone point me towards some examples of where people have made a conversation engine of some sort? I've tried searching but can't find much about text manipulation full stop really.

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  • Am I being stupid (perfectly possible), or is there no pdf link on the manual download page at the moment?

  • That's great - thanks for the clarification.

    I've spent a few hours with C2 today and I'm fired up to get creating again. MMF2 was fine for very basic prototyping, but if you wanted to actually finish a project and publish online or on mobile, it was horrendously restrictive, not to mention expensive for what it is.

    I think I have found my replacement!

  • I have a question about plugins in general.

    I used to use Multimedia Fusion 2 (I was forced to use it for a Uni course), and something that really hacks me off about that program is that it boasts about all the functionality it has via extra plugins, but then you can't use most of them if you want to export to multiple formats later on (e.g. android, iOS, etc.)

    Is that the same here? MMF2 was very reliant on external plugins to get things done. Will the plugins above (in general) work on multiple formats/export paths?

    I understand that Scirra can't vouch for the quality of externally developed plugins, but what's the general situation?