VertexZero's Forum Posts

  • Thanks! Thats's exactly what I needed.

    In my current project I need to have a better control over the distance fall and the only way was knowing the height in pixels.

    Thanks again

    Cheers

  • I would love to have something similar to the UE4 blueprints system, at least for game states.

  • Yes, it's set back to zero. Like I mentionned in my post, it works fine. My question was how can I set it so it's a distance based in pixels, and not pixels per second

  • Hi!

    To make it simple, I'm simply trying to understand how this works. So far I got this working, but I would like to understand the reason for this.

    Platform behavior for Character

    max Fall Speed is set at 960

    global variable maxFallHeight set at 0

    So if PlayerDetect.Platform.VectorY > maxFallHeight ------> Set maxFallHeight to PlayerDetect.Platform.VectorY

    So onLanded and if maxFallHeight > 704, Player receives damage.

    Now, that's the part I would like to understand since I would like to have the control over it to set it at a distance in pixels. For now it doesn't seems to match the actual height (distance) in pixels.

    Thanks in advance!

  • Ashley

    Agred on that, until now I didn't even know I could do that

    Thanks guys

  • Yes, I did experience some problems with the rounding in your file. I also had similar problems which I had to patch rather than completely fix in my current prototype build.

    The problems were a little more obvious when I wasn't using behaviours for the platforming. Out of curiosity, why aren't you using the standard platformer behavior? Is it because you want more control? Like old cinematic platformers? (Flashback, PoP, etc)

  • I was doing something similar on a cinematic platformer prototype. Except I was using a PlayerDetect Sprite.

    Difference is I wasn't using behaviours at all, so it was mostly animation driven. I modified the right/left movement slightly to work with your system.

    https://www.dropbox.com/s/052x0j4kv9rg5oj/movementTest.capx?dl=0

  • Why not just set it to Self.X instead of round(Self.X) ?

    Also, what would you like to accomplish actually?

  • cacotigon

    I also did like cacotigon. Also, I added lerp scroll to the movement. The movement should be smoother.

    https://www.dropbox.com/s/zzhuwa7pzjv3jln/test_revision.capx?dl=0

  • brunopalermo, thats why I mentionned lectures as well. The Art of Game Design by Jesse Schell is one of my favorite in my collection. Also Theory of Fun is quite good. I also love some books by Brenda Romero, who is quite insightful as well.

  • eliasfrost cool stuff. I was working on a cinematic platformer prototype last year. Cant wait to see more

  • I agree, some things are subjective, like per example, game difficulty and more accessible. Although most of what Ernest writes is right, in this case that would be subjective and based on the decision of the designer. making games more accessible is focusing on the market side of games and not as a creation. In this case, I would rather listen what Jonathan Blows says about the subject. Also, I wouldn't say Ernest wrote the best books/lectures in Game Design ever. You forget Chris Crawford, Warren Spector, Jesse Schell, among other.

  • I'm using a separate Sprite (PlayerDetect) for my prototype as well. I think its smoother this way. Although I ran across several problems related to this.

    But its often a matter of small adjustments.

    I agree, animations should have same frame size. I had exactly the same problem when using different animation sets which had different sizes.

  • I move one of the image points of the animated sprite and not the PlayerDetect. I also used this on a cinematic platformer with no issues.

    also, actually resolved this by simply forcing the first frame of the climb animation in place. Now works perfectly.

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  • Because I haven't found a better way to do the climb_ledge properly brunopalermo

    remus B I know there's always a solution. I just want to avoid making people load a bigger file size which uses many plugins they might not have installed.

    I'm simply trying to understand what might cause this or if someone else had the same issues.