RafaelMatos's Forum Posts

  • Lumicreative.com Thanks buddy! Playing with a keyboard is hard indeed. I would say the same thing if I only had played with a keyboard. I tried to play my game and Celeste with a keyboard and It's another game, for worse.

    Although platformers are designed to be better played with a controller, I'll try my best to facilitate the controls. Grabbing the wall automatically was actually the way It was before, but It leads to unintended moves, specially later on when the game is harder. Actually, the option to auto grab the wall is on my list but, since this is not part of the main design, It will be an extra for those who don't own a controller at the moment.

    I also have all the keybinds set up already, I just don't have the menu yet, so the next version, which will take a while, I'll support all devices, including mouse. :P I believe PC players tend to play better when they use both keyboard and mouse. Thanks again for the comments!

    A video of me playing

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    dupuqub This kind of motivation is really needed to create such games. Good luck!

  • The new version of Jack's Journey is out! Any feedback is much appreciated!

    Play it here: ahsen-games.itch.io/jacks-journey

    Overall, I think the project is much better now, so I'll start to create the game content from now on.

    LukeW and Windwalker, If you could play it again would be awesome for me. Your experience in the older version and in this one would give me a valuable feedback about the evolution of the game in general

  • Messing with infinite terrains. I'm really keen on turning this into a game.

    These type of games are really hard. Especially If you choose to populate the world procedurally. I hope you get it.

  • The HUM prototype is awesome. Very smooth. I really need to find some time to work around with Z elevation too :P. In the 'Doom like game' I noticed some lag but looking great too. Are these only concepts or are you going to continue the development?

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  • A vine animation I did for another trap. Soon I'll post a link to a new demo with A LOT of changes and improvements based on people feedbacks. Thank you everyone who had time to play and help!

  • Windwalker You don't need to worry about the order in which the arrow you press first, the diagonal dash is performed either way. It's something so simple and tested so many times... I've tested, other people too. I really don't know what you are doing buddy, so many things you are telling me that no one else reported. Anyways, keyboard will always be a hassle to play with in platformers. Also, bear in mind that some keyboards has some limitations. This one I'm temporaraly using has it. I can't press shift + up arrow + right arrow. The right arrow key doesn't work in my case, but It does on my main keyboard. That seams to be your case.

    Good point about the spears, I thought no one would cares about it but I was wrong haha. Gonna do some work around it. Thank you very much ^^

  • > Windwalker That's really nice to hear. Thank you!

    >

    > Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

    Alright, here's what I came up with after playing some more...

    No diagonal dash after double jumping. Straight dash still works.

    I just tested the same version you played and It's working fine. I never got any report of that before you. Are you sure you tried the diagonal dash instead of horizontal/vertical?

    The deformation thing is also true when moving straight, the frame(s) when jack is really low towards the ground, the deformation on his inner pixels stretch it beyond the “resolution” of the game, losing the pixel perfect atmosphere. You can see the two horizontal dark grey lines in his “chest” become paper thin lines, instead of changing into a new pixel art sprite overall.

    There is a bug when the player deforms a lot when he lands and It's in the fix list already(thanks for pointing that out), but the deformations are done mostly by events and in some cases by tweens and by frames. That's really the goal here, not a mistake. I want to create a super smooth deformation so I did It accordingly to player's vecX and Y when It's applicable.

    Couldn’t get past the second stage of the purple guy. Can’t dash through the boxes. Can’t attack. Can’t jump on top. Failed to deduce. Instructions unclear 

    I see people finishing and others having some trouble finding what to do, even with a message explaning the smash ability and how to use it. I'm already in the process to make things more clear and It will be in the next update, but It's all working there.

    The crates are destroyable only when you kill the boss, which is something I'll make more clear too.

    Sorry to ask but are you saying It's not working or you couldn't figure what to do?

    Did this message explaining the smash ability appeared to you?

    Thanks for the inputs buddy! ^^

  • Windwalker That's really nice to hear. Thank you!

    Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

  • LoGuz Thanks for the privilege! I'm going to ease the difficulty level at the start of the game in the next updates and start to build more levels other than just this initial tutorial

    This game is meant to be played with a controller like most of platformer games :P, but I'll give full support to keyboad, as well as key binding for both, controller and keyboard.

    Feel free to give me any insight/criticism. Thank you!

  • LukeW Sorry for the delay, I just answered you there. Very helpful inputs. Thank you.

  • LordKhaos Thank you! Means a lot to me :)

  • LukeW

    Windwalker

    Hi guys. Took longer than I wanted but I did some nice improvements to the movement mechanics besides adding support to keyboard. The controls are more intuitive and got inspired by the masterpiece called Celeste. ^^

    Play the game

    You can access my devlog on my Itch.io page

    why these Gifs got resized that much? o/

  • It's considered a value. Not Null nor NaN, just a 0 number.

  • Could you edit your post to make it more clear which gif corresponds to which code? Do I understand correctly that "Keyboard Is key code down+Trigger once" works fine, but "Keyboard On key code pressed" glitches?

    I would start by checking if these two events are triggered in the same tick. Enable both events and add Browser Log "On key pressed" & tickCount and Browser Log "Is key down" & tickCount. Run the game and check browser console.

    Also, because On Key pressed is a trigger, it may be executed at the beginning of the tick, before some other events in your game essential for wall climbing.

    I edited it. And yes, you understood correctly.

    The trigger behavior is something I din't take in to account. Thanks for the reminder.

    Now that I tested it, I see that both runs at the same tick. I usually use my Input's event sheet as one of the first so I moved it to be the last one and the result is the same and both runs at the same tick.

    Anyways, I moved forward though, I'm even redoing the wall climb/jump mechanic to be more friendly but, yet, I just wanted to understand what is happening. ^^

  • Hi, guys. I'm here to share the experience I had recently trying to implement a dynamic input support for keyboard and gamepad. It's probably a stupidity of mine but I need to understand what happened here so I can learn and move on.

    I basically did all the input events in a different event sheet and then I just exposed all the booleans. I'm not doing anything related to inputs outside this event sheet, this is to ensure that I could easily implement all the different inputs from a keyboard and a gamepad without redoing anything, specially outside the input event sheet. So now It's prepared to create, in the options menu, the key assignments by the player.

    I said all that to make you see that It's not something that I'm doing wrong in the character's movement mechanics events. If I use my xbox controller, everything works fine and always did since I started to work from the ground up supporting gamepad and not keyboard. Now that I've implemented the keyboard, and again, nothing changed anywhere because I just expose all the booleans to all routines in the game, a specific movement stopped working.

    Now that you are aware of it, here is the weird behavior:

    This gif shows the weird behavior of the wall jump

    and uses this code

    This gif shows the wall jump working normally

    and uses this code

    or this one