TheZinc's Forum Posts

  • UPDATE

    I've managed to get the desired effect by changing the platformer values of my player object.

    Gravity has been decreased to 900

    Fall Speed has been set to 100

    And a decrease in Jump Strength to 250

  • So I've attempted to apply the low gravity by doing the following:

    Set platform vector Y to { self.Y + (5*(dt)) }

    Which slows down the drop movement. However, it also alters the jump function (basically can't jump). It could most likely be the way I wrote out the expression, but seemed close to what the scirra.com/tutorials/67/delta-time-and-framerate-independence indicated.

    Also the feel of the drop didn't seem very low-gravity. So I tried decreasing the value to 2-3 without a noticeable difference.

    I also tried applying it to | set Y to { self.Y + (5*(dt)) }

    And that just makes the player object jump up and down at a fast rate so I don't think it's the correct action.

    Framerate Independent

    Sounds like the way to go. Will save me much hassle in the long-run. Although I am having difficulty figuring out how to actually make the switch to dt in the default physics.

    [quote:1xaovkma]You can enable use of dt by using the Set Stepping Mode physics action on start of layout, and choose Framerate independent

    Down Ward

    Dude I'm way ahead of you. On my fourth attempt, can't get passed that curved angle flight on the right of the level after the tutorial. I've seen you do it on the gameplay video though, so I know it's possible .

    The music, sound and the gameplay are great. I think it's what keeps me coming back, even though I keep getting stuck at the same point.

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  • Firstly, I love you!

    Thanks for taking the time and explaining it so well that I could understand the theory with my elementary understanding of physics and mathematics.

    Secondly, I'm going to have to put these into practice to get a complete understanding of the application and limitations..

    In terms of monitor frame rates, isn't it something that can be capped? Can I not set it to 60 fps and any PC or device playing the game will limit fps?

    I imagine these are some of the problems you had to solve on Down Ward

    Looking forward to it

  • Hey guys,

    So I'm building a simple 2D platformer.

    I've got the basic movements down and need help with the more advanced movement mechanics.

    First is to create the feel of space when player jumps, falls etc. I've spoken to a programmer friend and he said that I might be able to make it happen through a decay effect on the movements speed during a jump. Makes sense, though not sure how to achieve it on C2.

    The other is to create a jetpack mechanic with a set power, were the player can hover up and down the 2d space by pressing a key. I want them to have the option to press and hold (capped power) and do continues hits too.

    Hope that makes sense?

    Faraz