Zebbi's Forum Posts

  • We specifically recommend you do not do this. Your modified platform behavior will not stay up to date with future official changes to the platform behavior.

    I'm not quite clear what the changes are for and why they are necessary - but it would be far better to update the official behavior to incorporate this. Having said that, the platform behavior is very complicated and we've had a lot of trouble with even minor changes causing a cascade of other bug reports afterwards. So this may not be easy to integrate.

    So, Ashley can we expect a "disable collision filtering" event in a forthcoming C2 update?

  • Well, wasn't expecting to find this. This looks good, though I think the lack of being able to double-jump after wall-jumping is jarring, but I've also got some recommendations:

    - Crouching... Erm, I don't think that's really needed in a behaviour. All it really is is mainly just a change in animation and collision and, depending on whether the player can move while doing so, not move or just move slowly. Nothing a couple of variables can't do. Basic as hell.

    Candescence2013-04-21 14:58:20

    Sorry to quote this three years later, but it would be quite nice to be able to set a crouch/crawl height in the behavior settings, then that could just automatically be applied to the actual platform behavior, so no more events for this, you just set how low you crouch in pixels, draw your animations to match and away you go, the crawling collisions are handled for you.

  • Wish I was smart enough to add selective solid collision filtering to this :/

  • Um, what's wrong with number 2?

    If it works with physics, it works with all behaviors that use solid.

    Ooh making our own platform movement with physics, both fun and an effective use of processor resources.

  • Ashley further reading:

  • We specifically recommend you do not do this. Your modified platform behavior will not stay up to date with future official changes to the platform behavior.

    I'm not quite clear what the changes are for and why they are necessary - but it would be far better to update the official behavior to incorporate this. Having said that, the platform behavior is very complicated and we've had a lot of trouble with even minor changes causing a cascade of other bug reports afterwards. So this may not be easy to integrate.

    Oh yes, I've seen recommendation against fiddling with official plugins, but must needs and all.

    Okay, Ashley let me explain. In Fusion 2.5, The Games Factory or Multimedia Fusion (remember these?)

    I might decide to have a staircase for my player to either walk past or walk up, depending on if he falls on it (lands on stair) or walks past it (stays on ground floor).

    Now, obviously the jump-through behavior might work here, but it's buggy and doesn't like slopes, etc, etc, etc.

    So I might have a detector set to the players feet, if it it overlapping the ground-floor and I touch the stairs, I go up them, if it's NOT overlapping the ground-floor and I touch them, I go up them.

    Here's where Multimedia Fusion is cool! I just disable collisions on my player character when I touch the stairs by adding a condition whereby:

    [quote:3labwl9a]+ if basePlayerdetector is not overlapping groundFloortiles

    + PlayerObject is falling

    = Simulate platform behavior collides with obstacle

    Thus, this effectively happens:

    [quote:3labwl9a]+ if basePlayerdetector IS overlapping groundFloortiles

    + PlayerObject is walking

    = DON'T Simulate platform behavior collides with obstacle

    Unfortunately, this is where Construct2 has difficulty since it handles all of it's object collisions based upon the OBJECTS solid state, rather than the players.

    Doesn't seems like a problem though, does it? I can after all just do this in Construct2:

    [quote:3labwl9a]+ if basePlayerdetector is not overlapping groundFloortiles

    + PlayerObject is falling

    = Set staircase to solid enabled

    Thus, this too happens:

    [quote:3labwl9a]+ if basePlayerdetector IS overlapping groundFloortiles

    + PlayerObject is walking

    = Set staircase solid disabled

    However! What happens when we have enemies that want to walk up and down stairs?

    What happens when we have multiplayer characters that want to walk up and down stairs?

    So, we now have only the player character to decide if a staircase should be walked up or not, rather than every individual character being able to walk and down a staircase at will.

    Simply because C2 handles the staircase's solidity, and Multimedia Fusion handles the individual NPC's collisions with the object.

  • This looks very promising

    Ashley What do you think about this workaround ? Can you implement it in the official plugins ? Would it have negative effects (bugs/glitches) ?

    I think he blessed it to some extent judging by ruskuls conversations with him?

  • Forgot to ask, or I'm being forgetful, does this work per instance or per object?

    edit: what I mean is Ruskul can you test for an instance of an object as usual, then have the update apply only to that specific instance rather than all of them?

  • >

    > > really whats wrong with cocoon.io !?!?!?!??!!?!

    > >

    >

    > Nothing much, I get 60fps using physics (chipmunk) everyTicks and a couple of loops.

    >

    Could you show me your example and your device ?

    I've not finished it yet, but I tested on a Sony Xperia Z and a Nexus 7 2013.

  • multiple of 4: var%4=0

    for multiple of 8: var%8=0

    even: var%2=0

    odd: var%2=1

    % means MOD

    Works perfectly, thankyou!!

  • So, if I wanted an event that worked only if the value of a variable was a multiple of 4 or 8, say, or even test for only odd or even numbers?

  • Tried using a constantly adding variable with a check after a certain total and I can't get it to work properly unless I use a full timescale, maybe it's the pause plugin?

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  • The timescale has no impact at all on the Browser object. The system "Wait" action will last infinitely long if the timescale is 0, because no time is passing for the timer that measures the pause.

    Ashley That's correct, which is why I used delta time, but that doesn't work properly when going back to full screen.

    EDIT: Hmm, I made a test and this DOES work, so I'm not sure why it's broken in my actual game <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused"> https://www.dropbox.com/s/15u18h551xo1v ... nTEST.capx

  • The browser object uses the "blur" action to suspend it (and the "focus" to re-activate it), its not effected by the layout timescale.

    Strangely, when I have the timescale paused, the browser object doesn't switch back when I have a 0.2 second pause to allow it to change the scaling mode before it goes back to fullscreen. It works using delta time, but it's buggy and gets stuck on scale inner (I have to blindly switch modes again before it shows up again).

    EDIT: After further testing, yes, using delta time to switch scaling modes and changing disabling fullscreen to reenabling fullscreen (to allow the change) doesn't work. The switch works fine with 0.2 second game between the switch and timescale at 1.0, but doesn't work properly with timescale set to 0 and using delta time.

  • Is the browser object affected by timescale and if so, how do I set the fullscreen changing function to ignore the timescale of game, ie: if it is paused?