Leaufai's Recent Forum Activity

  • Just wanted to say I found this plugin very useful. Thank you lunarray.

  • I've only been using C2 for a few months and am massively impressed by what it has to offer. It's a big improvement over Stencyl, which I used previously. There are however a few things which I find are missing in C2:

    1. More collision control

    Stencyl has far more control over the collisions. In C2 it's limited to 'Colliding Yes/No?'. Overlap can be used creatively to solve a lot of this simplicity, but it shouldn't take multiple objects and event code to check for a collision specifically on the left side of an object. So more complexity in terms of actions/conditions for collision would strangely make our lives a lot easier. Another thing that Stencyl does well with collisions is that it groups colliders and allows more of them per object. This can be used to for example have a separate collider for the player's interaction with the terrain and one for interaction with enemies. Often you would want those to be different sizes or even shapes. The terrain collider needs to be wide, to for example allow players to easily land on ledges. The enemy collider however is generally made a bit smaller, to give the player a bit more leeway when close to enemies. This is possible in C2, but requires a lot of events, objects and pinning. It could be so much simpler.

    2. Easier individual object targeting

    If you want ten objects to each target other objects for some sort of action you need to write a targeting event and use number of text variables to set the targets in the level editor. If there was some sort of object variable, the number/text matching for targeting would be unnecessary and would make everything go a lot quicker.

    3. A useful lighting/shadow system

    The current implementation of lighting and shadows are pretty bad/useless. Light and shadows never stops, which is kind of the only thing that matters for most implementations. The shadows look terrible and if they don't they have terrible performance. A decent light/shadow system could make a lot of games work more intuitively and look much better. Just look at Thomas Was Alone or Monaco what difference the light/shadows make there.

  • An example would be great.

  • I have a top-down game where I want my character to easily maneuver around tight spaces. To make this as easy as possible I want to implement a system similar to what Monaco manages to do. If you hit a wall head-on it just stops you right there. But if you're close to an opening in that wall, it'll let you continue and will guide nudge into the gap. I'm not sure how that game handles it exactly, but it might be as simple as a diamond-shaped collision mesh. If that's the case, head-on collisions will produce results as if were a square bounding box. But if you hit an edge, the shape of the collision mesh will funnel it towards the open gap.

    As far as I know it isn't that simple with Construct 2. At the moment I have a player sprite with 8 direction movement attached to it, walking around a level with tilemapped walls. When I try the diamond-shaped collision polygon it doesn't have the desired effect however. When the side of the polygon hits the wall, it brings the player to a halt.

    So if anyone has a way to make the intended movement work, please share. I'm open to using mods.

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  • Ok, thanks.

  • As the title explains, I want to change the resolution of my full-screen node webkit launched game. Using 'set canvas size' and such methods it'll scale to the intended resolution, but the true output resolution is still my desktop resolution. Anyone have an idea how to fix this?

  • This indeed needs to be solved. In the meantime, here's a snapshot of the old version:

    web.archive.org/web/20140523021744/https://www.scirra.com/manual/162/node-webkit

  • Yeah, doesn't look that hard. The LiteTween behavior is very versatile for a lot of things I want, so I'm sticking to it.

  • I´m not a big fan of classic platformers, but I have to commend you on the art style and the atmosphere. That is up there with those of the classics like the SNES Marios. A lot of luck with your Kickstarter!

  • Just found this. Looks really impressive. I should show this to a friend. He´s crazy about anything that even looks or plays like Castlevania.

  • This works really well. Very cool system.

  • As the title says, how can I check if the mouse is moving? I want to use this to make the player's angle being set to the position of the mouse when the mouse is moving around.

    Thanks in advance.

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Leaufai

Member since 30 Jul, 2014

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