signaljacker's Forum Posts

  • I agree, this is an absolute headache to do in Construct - and something that would be great if the engine did more of the heavy lifting with. It can be done with a combination of variables, local storage and key codes - setting it up is a total creativity killer. I've been learning a bit of Godot recently and I was flabbergasted at how easy it was to set up in comparison!

    Here's one example of how it can be done in C3 that I think helped me: https://www.youtube.com/watch?v=bkdOdAX2mrA

  • Great solution - thank you so much!

  • Hi, I'm trying to set up a system whereby the player can step on a pressure plate and it will open a corresponding door. There is something wrong with my logic, and it's probably something simple, but I can't seem to get it. Only the first trigger seems to work correctly.

    dropbox.com/scl/fi/evyy46ausnqsuwwx4oyf8/multiple-doors.c3p

    Thanks for any help! :)

    Tagged:

  • A lot is going to depend on your style of animation but it's a good suggestion to use the timeline feature (which is basically a version of construct animate within C3 as I understand it). Breaking your art down into parts and animating it there could work, but may also be tedious and if you've already done the animations then it's also double handling (I haven't really explored the timeline features much) - there was some software called "Spriter" which had construct integration and could allow you to set up bones/rigs and animate and then import into construct - this would be a good solution however I'm not sure on the compatibility with C3 and when I was experimenting with it I found the integration with construct pretty fiddly.

    You could also experiment with using the timeline features to dynamically destroy and load in animations as needed - eg if you need a facial animation you could destroy the static face and load in an animated version and then when that's finished destroy that and load a static one back in. This might be a lot of work with events and there might also be visible visual delays as the animations load in if they are really big, but might be worth experimenting with.

    Would also experiment with your export settings, sounds like you're exporting at a very high res, could this be reduced drastically but still look good? Experiment with the scaling settings in the project, you might be surprised at how good smaller assets can still look when scaled up.

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  • Hi Liberador I've done up an example of how you might implement something like a car engine changing pitch - obviously the quality of the source material and how well it loops etc will have a lot to do with success, but I think something like this would work fairly well - example can be downloaded here

  • Hi all, I've never really played with the double jump feature in the platform behaviour but have been having a quick look at it, and am I just missing something but there doesn't seem to be an easy way to set a different animation for the second jump in a double jump? This is pretty much a staple in any polished platformer with a double jump mechanic (eg the first jump is a regular jump, the second one is a spin etc). The only way I've found to do it is by tracking it with a variable and then using a vector y on the second jump to simulate the double jump (not actually using the one built into the platform behaviour). It feels like an "on double jump" would be super handy to have. Any tips here?

  • Hi all, I'm doing a pixel art game with a resolution of 480 x 270 and this scales nicely for my needs in fullscreen etc. My issue is that I have an animated company logo that is a 1080p video that I'd like to play when the game boots up. Now straight up I realise this probably isn't wise as there are still many laptops out there that don't support a 1080p resolution, so I will likely need to make the video at least a bit smaller - but I don't want to shrink it down to 480 x 270 because it loses far too much fidelity. I have seen many commercially published pixel art games do this where they have a crisp intro animation/logo at the beginning but then the game itself runs in low res. What I want to know, is if I am switching resolutions on the fly like this (forcing the user's computer to do this) are there any potential issues I should take into consideration and does anyone have any tips on best practices? End goal is just a PC/Steam release.

    I think the product has a bit of an identity problem, being that it is heavily marketed toward absolute beginners - who are probably also the audience least likely to commit to a subscription model. And while it might be beginner friendly initially, anyone who has worked on a substantial project will know that there is a hell of a lot of hard work hidden away there to get something really good done. I generally avoid any software subscription service and have only bent the rules with Construct because I was already familiar with the workflow before the subscription model was introduced - had I not been, I wouldn't have even booted it up to try out. I've been using construct since classic, own a C2 license and pay for a C3 sub, I don't like the subscription system as a consumer but I do understand why Scirra use it as a small business, and while it would be one of the things hindering really widespread adoption, it is obviously working well enough for them at the moment, so I guess we're stuck with it.

  • I think a lot of users probably don't ever check the beta releases - it feels risky to do so when working through a large project, so it's understandable that the vast majority of users will be exposed to a new feature for the first time on it's official release when there is a prompt to update. I actually do really appreciate the ability to download the betas though (and did in this particular case for the first time). Just chiming in too, I think this is good start and can appreciate that there are probably a lot of behind the scenes complexities in getting this to work really solidly. I haven't found a use for flowcharts yet, but if we could build state machines with them then they would become extremely useful. I look forward to seeing how the tool evolves.

  • Hi all, I haven't had time to check out the new flowcharts feature yet in much detail, but I remember some discussion somewhere about it possibly being useful to build a finite state machine to control animations. Has anyone explored this yet? Is the flowcharts system feature rich enough for this and does it seem like a viable solution? Looking at the examples briefly I can see its use for dialogue, but I like the idea of having a visual representation of a state machine to control my character animations rather than having to keep track of everything through actions.

  • How are your levels set up? Are you using tilemaps? I have a setup whereby I have a collision tilemap underneath everything, when I place a specified tile on there it spawns a ledge grab sprite for each of these tiles at that index at the start of layout. There's probably a way to do it just using the tilemaps and checking the index and overlap rather than spawning an additional sprite, but how you set it up depends on how your game is set up and what the needs are.

  • Thank you very much dop2000, you are always so knowledgeable and incredibly helpful. This has helped a lot. I figured it would be something like this, but I couldn't quite get there myself.

  • Hi, I decided my platformer needed "coyote jump" (where there is a short grace period after player falls off a platform where they can still jump) for game feel, so I implemented it using this tutorial:

    youtube.com/watch

    The problem is, because that technique uses setting a vector Y property for the jump, rather than the platform behaviour's default jump it can't access the platform behaviour's jump sustain properties, resulting in a jump that is always the same.

    I'm wondering if anyone has any tips on how I could get the coyote jump working, but also be able to have jump sustain. A lot of the fairly well established platform games of the past few years appear to have both features and it helps a lot with game feel. Has anyone managed to achieve both in construct?

    It also seems like a really good feature to add to the default platform behaviour.

    Thanks!

  • Does Construct 3 not support palette swapping in the traditional sense? It seems a bit baffling for a game engine not to support this, or am I missing something? I'm not talking about using the replace colour effect, which is both fiddly and expensive on cpu. Old games from 30 years ago did this effortlessly and the effect is still widely used in modern indies.

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