Reflextions's Forum Posts

  • It works on the other browsers, I exported for html 5 web. Can anyone help me find the problem, or is this with the new release? When I preview the game through C2 it works. But when I try to play it on IE9 It doesn't.

    EDIT: I published before IE9 had explored, I republished the game and it works now, but gamepad support isn't working.

    So is point sampling and gamepad input just not supported in IE9?

  • Now that IE is officially released on xbox, I also tried this out, OP are you still able to run your game? Maybe the html 5 support is too rough and they don't want to release it, or it's just typical large company restrictive crap.

  • Ok here it is, I've given the floor the same attributes to show you all what exactly I mean. What I exactly want to do, is make it that the player keeps the same X, regardless of what is is standing on.

    Edit: Nevermind Fixed it.

    Thanks!

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  • your link now 404's so I might have misinterpreted your original post.

    > I wasn't using physics for them, simply X - 3 every tick

    You should check out the manual entry for Delta time ('dt')..

    but anyway, have you tried doing the same thing to the player as to the platform?

    when the player is on the platform, You can also have player X -3 every tick.

    (but read about dt before you do that)

    !

    Tried that but its not very smooth, delta time causes the same problem...

  • Don't Make the player move , make the platform move and add to the platforms the solid behavior !

    What, like move all the platforms down, that seems a bit ineffeceint... The platforms have jump through behavior.

    I like your use of exclamation!

  • Audio is streamed on-demand during the running of the game. Where would you show the load progress?

    During preloading in the beggining.

  • Just make a boolean that goes false when Player is in collision with the moving platforms and add it the all your movement events

    " If NotOnMP is false "

    Cheers !

    The only movement I'm using is jumping, theoretically the player needs to "slide" across it... Could you elaborate?

  • I wouldn't even bother with xbox indie anymore, they've covered that section up with ads, so it will be even harder to get noticed.

  • Hmm. having block, duck, shooting, and action seems a lot for a player to keep track of. The best games have fewer controls than this.

    While that's applicable here, I can't read this without wincing. Take oblivion, magic, starcraft, league. He never said he was going for the general public. Besides, if done fluently, it's hard not to keep track of these things.

  • Would anyone else like this added to the to-do list?

  • anyone?

  • - the link in your original post is still a 404...

    I removed it

  • I think you just need to subtract their velocity from the player's velocity, when he is on one.

    I wasn't using physics for them, simply X - 3 every tick

  • ah ive found the problem.At the menu events sheet .set all your music to preload at the start.

    I published the same file but now it seems to work. I guess the bug is within the test build only...

    Game

  • The way my game works is by keeping the player in the same place and spawning random platforms. But the platform behaviors are built to move the player when they're moving. How can I get around this?

    Example