UberLou's Forum Posts

  • Refeuh

    Yeah I agree. I don't want or need everything to be built in and I understand worries about behavior bloat. I guess to me sliding against a wall is expected behavior and extremely hard to code separately. Check out R0J0hound 's solutions (Thanks for those R0J0) which are really good, but not perfect and still have a few caveats like having to shut off solids. That said, a separate sliding behavior seems like it would be a fine solution, if that's possible.

  • Refeuh

    Can you re-create Metroid, Castlevania, Mario, Megaman II and Zelda II, all 2D side-view platformers, with the *same* player behaviour ? Hardly, because each of these have different requirements and work in different environments. You don't want a player behaviour that handles "everything" ; you want a flexible base you can customise to your needs, and that's what movement behaviours are.

    I would argue that you can get very close to each of those games movement systems with the platform behavior. It's extremely flexible. Want jump through platforms, add them, change gravity, jump heights, double jump, etc. Of course you have to use code to customize it, like i just added hanging from ledges and climbing over them into my game. The base movement is there and has all the basic features needed to edit them. What if slopes weren't included in the Platform Behavior? That is similar to wall sliding not being included in 8 Direction. It is a basic function of top down movement.

  • Tylermon

    Perhaps there is a barrel in front of the player. Now instead of hitting it, they might slide all around it. Despite a barell being a solid object you want a player to stop at. Or if an environment has objects or props rotated, now these become sliding obstacle courses.

    A solution to your barrel problem - the underlying collision for your barrel example should probably just be a non angled box anyway. If you need it to slide at angles, have two underlying collision objects, one solid that doesn't rotate to stop the player, and one non solid that rotates for pushing. It seems much easier to account for pushed objects rather than coding complex movements. Perhaps to take it a step further, a no slide behavior could be made. That seems unnecessary though.

    I'm not sure I understand your "sliding obstacle course" example. If an obstacle is slightly angled, it shouldn't stop you. It's awkward to get stuck on it. Players shouldn't be expected to push, up, then right, then up, then right, etc to move at an angle that's not 45 degrees.

    Add too much, and it becomes the platformer movement. Great for that one purpose. Limiting for much else.

    The platform movement is pretty awesome. You can mold it to how you want. How is it limiting?

  • Tylermon - I don't believe that's making it specific, it should be the default movement. Also, you can shut off rotating the sprite.

  • R0J0hound - Thanks Ill check that out tonight.

    Ribis - Yes, as stated in the OP the behavior does work well, but sliding against angled walls seems like it should be part of the behavior similar to how the platform movement deals with slopes without extra code. The Platform Behavior has received many improvements to increase it's usability but 8 Direction hasn't gotten much attention.

  • I’d like to request an update to the 8 Direction Behavior and collisions. The behavior works well when colliding with 90 degree angled solids, but really fails when dealing with off angle solids. Here is an example:

    When hitting an angled solid, the movement just stops. Here's how I think it should work:

    The object should move with the angled solid until it hits an angle limit - probably anything > 45 degrees. I feel like this update would make the 8 Direction Behavior act more like professional games with top down movement.

    And here is a capx to save some time in setting up a test:

    http://www.louisferina.com/games/8dir.capx

    -Lou

  • Still would love to have this functionality. Based on the response to this thread though, it's probably low on their to-do list.

  • Colludium

    Node-Webkit doesn't fix the issue. Putting a simple 1 frame sprite with platform behavior and running back and forth causes random jitter. Tested on multiple PCs.

    TiAm

    We differ from the Assassins Creed dev because they chose not to fix the issues. We have to wait for a possible fix from a third party.

    I'll wait and see what happens, but I'll be checking out Stencyl in the meantime. It's tough to wait for a fix that might never come while another engine runs high res games perfectly right now.

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  • So, just to be clear, to fix this we are depending on browser makers? Has there been a response from them and does it seem like it's a priority? The jerkiness is really a deal breaker for me even though I am a huge fan of Construct.

    I just played the beta for a Stencyl game called Ghost song. It runs incredibly smooth with a res of at least 720p if not higher. I really don't want to learn a new program, so if this seems like it will be fixed in a reasonable time, I'd be happy to stick with Construct.

  • Fimbul I originally tried that and it does kind of work. Though like you said, you have to place the light way far outside the layout, which is kind of messy and also makes me wonder if its very resource intensive to have to calculate a light that far away. Not sure on that...Thanks though!

    eli0s Thanks for the capx! I'll try that out tonight.

  • Just played around with the shadow object and wanted to add some feature requests. I don't think I saw these on here.

    1) Falloff Distance. It would be great if the light object could have a distance set to where it no longer casts shadows on objects outside of that distance.

    2) Directional Light. I would like a light to mimic light from the sun, so that all shadows go in the same direction.

  • Great effect! Animmaniac is there a way to get transparency in addition to the effect? For example, water that you can see through? I tried changing the opacity of the layer, but that only affects the edges of the effect.

  • Any chance Google Cardboard can be supported? http://vr.chromeexperiments.com/

  • QuaziGNRLnose I am very interested in this plugin. However, I do have a question. Can a sprite be drawn in the 3d scene? As it's described, "Overlay the 3D canvas with 2D elements like text and sprites." it seems like you can't and the sprites will just be drawn on top. So is it possible to create a 3d level with 2d characters in it? The functionality I'm looking for is similar to Construct Classic's implementation.

    Edit: I think I found the answer, you need two 3d canvases and a 2d one in the middle so they can't actually interact.

  • rozpustelnik thanks. It's just me working on the game. However I had to stop development on it because my current job has a non compete agreement.