brainwavecreations's Recent Forum Activity

  • Hey brushfe, and thank you for your response :)

    Yeah, that's exactly right. So if I was jumping up and to the right, then entered the Edge Grab State. Then, pressed down to enter the Falling State, it would jump up and to the right before dropping.

    Same goes for the other way around. So up and to the left. Setting the Vector X & Y to 0, helped the falling into Edge Grab State as well. For days, I was confused as to why sometimes the Player Object would fall at it's normal speed, and other times would fall much faster. It was because I was falling downwards into the Edge Grab trigger object. Then when pressing S or Down, it was adding the previous Vector Y to the Falling Speed.

    I was just wondering if this is normally the case. It's working perfectly now, that was just a couple extra Events that I needed to add to solve the issue. I just thought it was strange.

    I definitely appreciate your recommendation of creating a very basic, "Playground" if you will, with only the basic elements in the Project. I actually have one on my Google Drive called test.c3p filled with all different layouts, and groups of blocks on the Event Sheet. I add to it, to work out new gameplay mechanics, and only enable the Group in the Event Sheet that is required to test that specific gameplay element.

    I should have jumped on there, and tried to recreate the issue earlier today. I was just setting my player next to the Edge Grab trigger, and loading with each change on the Event Sheet. I'll definitely keep that in mind next time something strange I don't expect happens. To rule out anything strange that might be going on with my Actions/Events.

    Thanks for being super helpful :)

    EDIT: I will definitely keep in mind, adding more debug texts to my layouts as well. I currently have one over the Player Object for it's current State. Not sure why I didn't add one for the current Vectors. Must be one of those days, after little sleep, and out of sorts.

    EDIT 2: Just added text for the Player's current Vector X, and Vector Y to the project. Then, disabled those two Events that sets them both to a value of 0. And, there it was. The issue could have been right in front of me earlier... I feel dumb.

    Thanks again!

  • Hey everyone :)

    As always, I'm constantly learning new things everyday while using Construct 3. This was a new one for me today. It's not an issue for which I'm looking for help, which is why I am posting this under "General Discussion". I'm just curious as to if this is the normal function of Construct 3.

    Earlier this afternoon, I was working on an Edge Grab mechanic for my Player's State Machine. Oosyrag, here in the community was helpful in sorting it out.

    They recommendeded that I use the "MoveTo" behavior rather than "Pin", or "Set position"(using the lerp parameter to smooth out movement, as I was trying to do). While disabling the Platform Behavior when entering the Edge Grab State. I had tried this yesterday with no success, but took care of the gameplay issue today.

    I was having some difficulty with the drop down from the Edge Grab State. Basically, when "S" or the "Down Arrow" key is pressed the Player should simply enter the Falling state and drop in a stationary line on the Y axis.

    In my Action for the Edge Grab drop down condition, I was Re-Enabling Collisions, the Platform Behavior, Setting Player's State Variable to "Falling", then setting a timer to prevent an immediate Edge Grab after leaving that State.

    When I was trying to work it out in this fashion, the Player Object was moving upwards in the direction it was previously jumping while entering it's Edge Grab State. Sometimes this would cause the Player Object to jump up on top of the platform, rather than dropping down. Depending on the speed and height of the jump it was in when the Edge Grab was initiated.

    To fix this. All I had to do was set the "Platform vector X", and "Platform vector Y" to "0". Along with the Disabling of Collisions, and Platform Behaviour, on the Player Object.(which I already had in the Edge Grab state initially) After that, the mechanic works perfectly as intended. So, it seems that Platform Behavior's "Vector X & Y" are both stored, even after the object with the behavior has stopped moving in either direction. Such as using the MoveTo to move it to a specified X and Y coordinate, and setting Platform to Disabled.

    Apologies if my explanation is confusing. I try to note down each detail with these things.

    Is this how it's intended to be? I had thought that after Disabling the Platform Behavior, and then having the Object move and stop(like I'm doing with MoveTo). That the Platform Behavior would sort of start fresh on the Behavior once it was re-enabled. Rather than continuing along the previous Vector X & Y values.

    I really need to spend a day studying JavaScript, along with Game Math. That's becoming increasingly apparent XD

    EDITS: Changed title, and some wording.

  • Verbosity is fine, lack of detail is usually worse. In this case though it was an xy problem, where you were asking questions about your attempted solution (pin), but pin wasn't really the relevant tool to use in the first place for your situation. So unfortunately the effort you put in to describe your issue was mostly wasted.

    Duly noted

    ✌️

    Thanks again. I've got it working with MoveTo

  • Upon triggering ledge grab state, moveto might be a better alternative, basically lerp with more options and precision.

    And then once in the hanging position, you would enable context specific controls/animations/movement until you're standing or falling again and re-enable platform behavior.

    Excellent. Thank you so much for the advice :)

    And, apologies. I can be overly verbose while trying to explain things in detail. Which can over complicate things XD

    I'll give that a go, after Wall Jump and Combat States

  • I'm lost before finishing the title. What exactly are you using pin here for? Try just disabling platform behavior/default controls when you enter a ledge grabbing situation and move the sprite accordingly.

    That's what I ended up doing this morning. Disabling Platform Behavior in EdgeGrab State, and then setup a Set Position on PlayerBox using "lerp" to a position relative to the EdgeGrab Object so it looks smooth.

    Thanks for your response :). I thought I had edited the title of the thread to "Solved". My bad

  • What a lovely story :)

    Haha XD. Why, Thank You XD

    I'm thinking about becoming a professional writer ;)

  • A very long story made short.... Below is what I ended up coming up with earlier today, oosyrag lionz.

    Feel free to critique this Edge Grab section of my Event Sheet, only if you've got a spare moment at some point, of course. It's probably a mess compared to what you folks can do. I'm just eight months back into using Construct 3 after years of no game design/development. And took most of the Winter off, while dealing with other things. It's more like 3-4 broken up months really focusing in on it. The Ludum Dare(LD50) a few weeks back really sparked a fire.

    I'm still learning, and a work in progress. As is anyone. But, I always appreciate the help here at this community, and enjoy a laugh or two. Mostly just laugh at myself. Good thing learning is my favorite activity.

    Until the next rambling spree... I leave you with this thing of beauty XD

  • Hey everyone :)

    I know there is a way to alter each individual comment color in the Event Sheets. But, is there a way to set a default text & background color for all comments? I just purchased, and installed the DARCSS theme last night.

    I'm just trying to find a way to customize some of the colors. Mainly the background color for the commenting, so they pop up more, than the currently do.

    As always, any help is appreciated :).

    I looked around on search engines, and ran a search in the community here, but it didn't bring back anything useful, unfortunately. I also checked Documentation here construct.net/en/make-games/manuals/construct-3/interface/dialogs/settings

  • I've referred to 3D Math Primer for Graphics and Game Development while developing parts of Construct. Like most resources it tries to be language agnostic and focus on the maths, as that is applicable to any technology. And it looks like the whole thing is available free online now as well!

    Awesome. Thanks for the resource Ashley! Coming directly from one of the guys who founded Scirra, I'll definitely be putting this one to work :)

    It's nice that's it available for free as the online version as well! I've just made sure to Bookmark the website you linked us to. So I can reference it over and over. It seems like it may be all I need to learn, what I need to learn moving forward.

    Really appreciate your response!

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  • Thanks for your response Mikal! I've gone ahead and added that title to my Amazon Wishlist for my next order :)

  • Hey folks!

    Just curious to see if anyone knows of any good educational books for learning trigonometry within JavaScript? I've been watching a bunch of video tutorials by FoozleCC on YouTube. And, he is doing a lot of interesting things in 3D using Construct 3. It definitely relies heavily on being knowledgeable in trig.

    I've found a few online resources for 3D Math as it relates to JavaScript. But, sometimes it's nice to have a physical book for reference as well. Or even just a decent book on trigonometry for 3D design in general would be awesome.

    Thanks in advance to anyone who has any recommendations :)

  • Not a problem. Yeah, the searches I brought up in Duck Duck Go mentioned checking the Debug Console(F12).

    That's a real bummer though... I hope you didn't have too much time in the project. I store everything on my Google Drive, and do my best to make fairly regular backups to my local HDD.

    Good luck!

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brainwavecreations

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