signaljacker's Forum Posts

  • 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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  • I'm curious about this too. Palette swapping has always been such a fundemental tool in game development it would be amazing if we could just load palette files in and swap them as needed. I've never had results with replace colour that I am satisfied with and it's also a pain to set up, expensive on processing etc.

  • Thanks for this idea, only issue is though that the sprite with the platform behaviour needs to patrol back and forth between walls after the collision and checking for a wall will stop this once it has collided. I can live without the slow mo effect but it's making me worry about the reliability of the collisions as they are quite fundamental to progression.

  • Hi all! I have an object with the platform behaviour on it, I'm using "simulate pressing left/right" to move it (no manual player input). When this object collides with a wall object that has the solid behaviour, the wall spawns a single sprite.

    The collision type I am using is "on collision with" - not "is overlapping". This works as expected with the wall object spawning a single sprite on collision, however if I drop the timescale down to say 0.3 instead of spawning 1 object on the collision, it creates many, over and over again.

    I'm just wondering why this is, and if there is any way, at these low timescales to ensure that a collision is only checked once. I know that 0.3 is a very low timescale to use, but am experimenting with slow motion effects and wanting to ensure the game presents consistently. Thanks for any insight!

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  • Hi, I have recently run into this issue - up until now I have not been using third party plugins but I found a useful one for my project so installed and used it. I am working across multiple devices and browsers - sometimes using the app and sometimes using browser to build the game. Now when I open my project it tells me there is a dependency on a plugin and that it's not installed. If I install the plugin and restart construct I get the same error, it just doesn't remember that the plugin is installed. Oddly enough it seems to work in firefox, but in Chrome or the app I can't even open my project. It should be noted that it always asks me to log in as well it never retains my login info. Any tips on what could be causing this? I've installed this plugin about 10 times now and it's driving me mad. Thanks for any assistance or ideas.

  • Yes, it is very frustrating indeed. I realise this would be a low priority for C3 dev at this stage, but it just seems like poor design, completely locking you out of a project because a third party plugin is missing. I can't think of any other creative software that does this. They will always load the main project, albeit without the bits that are missing. Maybe there is a good reason, but due to how many of these plugins were stored years ago, trawling the forums for anything just results in a bunch of dead dropbox links.

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  • I have a rather large C2 project that I'm trying to open in C3. It uses a bunch of plugins and behaviours that I don't really care about, what I want is to be able to open the project to copy and paste some of the events and objects into a new project to save time. I don't seem to be able to copy and paste between C2 and C3 which is frustrating, so I'm trying to open the project up but I get a bunch of errors. C3 essentially locks me out of the entire thing. I know I can manually remove them all, or convert the C2 behaviours to C3 (I don't have time for that). Is there a good reason why it locks you out completely? I realise any event references to plugins/behaviours that aren't present won't work, but couldn't any of those just be disabled or deleted on startup (with a warning)? Maybe there is a good technical reason for this, but in the audio world for instance if you load up third party software such as a VSTi in a DAW, if that software is missing it doesn't lock you out of the whole project, it just tells you it's missing and can't process the part that uses the third party software - and this system works really well.

    Migrating a large project from C2 to C3, rather than being super easy, is a nightmare.

  • I had a quick look at some old posts and it appears it's not possible.

    I realise that this is a weird request because normally you would want either one or the other, but in the interests of experimentation and customisation I want the user to have the option to switch between nearest neighbour and trilinear. Because my game has a lo-fi glitch aesthetic it makes a lot of sense for me to be able to switch between the modes on the fly. Is there a method to do this, or a technical reason why that option doesn't appear to be available as an event?

    Thanks!

  • Thanks for the response, I was worried that might be the case. Not the end of the world, just wanted to see if there was a super simple workaround.

  • I am using the standard noise FX applied to a layout and I have a menu that when activated sets the timescale of the game to 0 and then allows various animations to run afterward so that the menu can look nice. The noise FX stops as expected when the timescale is set to 0, but I would like to keep it running because it will look much nicer. Is there a way to "restart it" somehow, or control it via events? At the moment it just freezes the noise overlay on screen, which doesn't look nice.