signaljacker's Forum Posts

  • I don't think Construct 3 is any more limited, but as John Cutter said there will be less addons (some of which are very useful). A lot of people can't transition over to C3 due to being mid way through large C2 projects with dependencies on such addons, or don't want to because of the rental system. There isn't really a right answer. If you don't mind software rental then I'd say go for C3 as it's where Scirra are focusing their energies and it will only continue to improve. There are some workflow enhancements, and of course it will run on tablets if that's your thing, but there's nothing really that new or interesting feature wise added to C3 yet. That said though C2 is pretty feature complete for a lot of things and will probably be relevant for a while to come - if you design your game without using too many additional plugins there's nothing stopping you building it in C2 and then continuing it in C3 if you ever wanted to - that would probably be the 'safest' route as you will have a perpetual C2 license and the luxury of developing at your leisure but also knowing that you can jump onto the newer platform if you need to at a later date.

  • On each of your play and exit controls, before the System>go to layout - you can just add an action for the audio plugin to stop - and then put in the tag you want to stop, so in this case stop "game action" it will stop the audio, so in the next layout on start of layout you can put in another audio action to start the relevant audio for that layout.

  • Rather than attaching a sound to each tile, it's probably better to attach it to an invisible sprite and then place the sprite in an area that needs the ambient sound (tweak the settings so that the distance/volume is correct etc). I usually just create a bunch of these invisible sprites, 1 for a waterfall, one for birdsong etc and then place them strategically on my layout.

  • Waltuo - thank you for a solution - it does indeed work.

  • Here's an example of what I mean. If you play the attached file when you jump with up key near a ledge the character will hold onto it (the state of the hitbox will be jump) if you press z, an animation will play and hitbox will be teleported up to the ledge. If you're jumping this seems to work ok - although it was a headache to even get that far and another user worked out that I needed to set a small offset to stop construct triggering the jump animation. The problem now, is that if you catch the ledge when falling (try jumping from one pillar to the other and grabbing the ledge) when the character pulls themselves up it triggers the fall animation straight after the hitbox teleports. Already, the system I have had to set up is very 'hacky' and not very good. It could be made much more elegant and could probably actually work with control over those states.

    https://www.dropbox.com/s/yay2q8g52c7t7 ... t.c3p?dl=0 <--- C3 file

    https://www.dropbox.com/s/mhsh6fknxes04 ... .capx?dl=0 <---- C2 file

  • I thought that setting vector x and vector y to 0 would fix this too, but it doesn't appear to. When the object is returned to a platform it still continues from where it left off and triggers unwanted animations (even if the hitbox doesn't necessarily move, or appear to move). It would be really good to have control over the states so that I could just set it to "stopped" therefore overwriting the land animation (when necessary). Giving the character a bunch of variables and changing animations depending on what's happening is a good idea, but I'm thinking it may still have the same problem - because I have a landing animation and would need to call it when "on landed" happens - which is still part of the inbuilt platform behaviour - and since that is what is triggering when I don't want it to, it would probably still trigger.

  • Not in this particular case, the problem is that when the object is returned to a platform it continues on from the state it thinks it's in so for example if it thinks it's falling then when placed onto another platform it will force a land, which in turn triggers a land animation, which I don't want. I have found some workarounds, but none seem to be working consistently, and are causing erratic behaviour, which is why I would prefer to control the animation mode by events rather than let it do it's own thing.

  • Sorry, I meant to post this in the C2 area - may not be applicable to C3...?

  • Hi, I'm using the default platform behaviour - in debug mode if you look at how it operates there is an un-editable variable called "Animation Mode" which changes depending on whether the object is stopped, moving, jumping or falling. I can see that this is obviously how the default platform behaviour keeps track of what the player is doing but I'm wondering is there a way I can force the mode. The problem is that if my character jumps or falls and is then pinned to an object in the air - even though it is no longer moving/falling the animation mode still thinks that it is jumping or falling. I would like to force reset this to "stopped" as it is causing issues with what I'm trying to do. Is there any way to overwrite this? Or am I better off looking at custom movement (want to avoid this if possible).

  • Thanks very much for the imagepoint solution, it seems to work well so I'm going with it!

  • Hi, I'm trying to make wall climbing similar to the original Prince of Persia. I don't know if this is the best way to go about it, but I have it set so that if the player hitbox is overlapping a wall by an x offset and presses the z key a climb animation will play. When the climb animation finishes it then teleports the player hitbox to an image point on top of the wall so that it is in the correct position to continue play.

    My player hitbox is 16x32 and the pivot point is in the middle of this. So to get the player flush against the top of the wall after they've climbed it I have my wall's image point set to y -16. What happens though is weird - when the hitbox teleports to the wall's image point, instead of being on the ground flush as you would expect it to, it instead triggers the fall animation - and messes everything up.

    What is interesting, is if I compensate by one extra pixel and set the wall's image point to -17 it works almost perfectly, however there is then a weird 1 pixel gap between the player hitbox and the top of the wall - it just kind of hovers there as if the platform behaviour has forgotten about gravity. If you jump or walk, it will then return to the ground correctly. Is this some kind of bug in the platform behaviour?

    I have pixel rounding on, for the record.

    Is there a better way I could achieve this sort of Prince of Persia style climbing?

    CAPX attached for anyone who can take a look

    Thanks for any insight!

    Link to CAPX

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  • Thanks for doing this, must have been a hell of a job. I might have some old plugins saved on a backup somewhere, I'll see what I can dig up.

  • I'm not sure how to achieve that exact effect, but have you looked at either the Paster or Canvas plugins? I would probably start with those.

  • I haven't subbed, and I may not. I'm in too deep with C2 projects and switching will be more trouble than it's worth. I also can't really see any incentive to switch as C2 is currently doing what I need it to. I lost a lot of interest when I saw the rental scheme, C3 in action and the attitude of the devs toward ownership and access to one's own work. A real shame.

    An excellent, well thought out post - thanks for taking the time.