ZachR's Recent Forum Activity

  • I have an inventory system that calls the "item" parameter and everything mostly works as it should. However when I move to another layout the inventory doesn't carry over.

    The spots the items were in are saved, meaning any items I pick up in the second room won't be placed in parts of the inventory that had items in the previous layout. When I return to the original layout the items return to where they were, and vice versa.

    The key actually does stay, but that's only because transitioning rooms removes it from the array, but not the inventory screen. So it is overwritten. That's another little bug if anyone else knows something about that too haha.

  • Hm not sure. I know there are plugins that help a ton with multiplayer connectivity in general. Maybe there's one for this? Seems like it may be a little too specific though

    This is what I've been recommended before for multiplayer: constructcollection.com/documentations/playfab/photon-realtime

  • I have a drone that follows around my character. Horizontally, it looks nice and smooth, and the animations don't look jumpy. However, when I move vertically, the drone's animations look a little rough. Not enough to be a huge deal, but enough to notice. Here is the code I'm using to make it follow my player character. Am I maybe missing something that would work here?

    I'm looking for a way to make it stop a little farther from my character when I stop too, instead of moving into the middle of the character model. Let me know if there's a way to do this. Thanks!

    For anyone interested I figured out a solution! It was very simple once I realized I needed to mess with Y values. Vertical stairs don't require anything to look nice, just the slowdown.

    I applied slowdown, same as vertical stairs, to my horizontal stairs using their own trigger box. When I'm overlapping the trigger my character's Y value is increased or decreased very slightly depending on which way the stairs are facing and if you're going up or down them. Here is the code I came up with. It says +/- 0.1 in the code, but making it +/- 0.2 makes it much, much smoother.

  • Let us know what you end up with! I'm sure a lot of people would love to know!

    I found somewhere that introducing a slight Y bias when on stairs as you move past them (and mirrored as you go down) would work. The example looked exactly like what I need, I just haven't figured out how to add the code for it yet.

  • I have seen some games slow the player and camera speed while on stairs, to give the sense that they're climbing up or down. Sometimes it's coupled with a unique walk cycle animation. Food for thought!

    Tried this along with changing the scale per stair traveled and it's better than nothing for sure. Still wondering if there's a better way somewhere out there. I'll keep looking

  • All I can think of is you can scale the player character bigger so it looks like they are moving closer to the camera. Any changes to the camera itself with layout scale I think would just look like a moving camera and not really give an effect of walking up stairs.

    Yeah I really don't know how to go about it. It does technically look "right" with the boundaries and other stuff I have in place (like characters appearing behind the railings while on that floor, and in front of them while below). It just seems like it's missing something. I'll try the scaling option too

  • I have seen some games slow the player and camera speed while on stairs, to give the sense that they're climbing up or down. Sometimes it's coupled with a unique walk cycle animation. Food for thought!

    Definitely on my list of options, thank you!

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  • Do sprites normally walk up stairs realistically in a top down game? What do you mean?

    I guess what I'm looking for is maybe an animation or camera solution to make it at least look like stairs are being walked up and not over. Stairs along the X axis going to a higher second floor may be a better example than the ones I'm showing.

  • I have stairs that lead to a higher level, and I'm unsure how to get my character to walk up them realistically. I assume they don't need to end up above their original Y value on the second floor since the boundaries will keep them from walking off the edges anyway (other than the stairs). Any ideas?

  • I know it may not be exactly what you're looking for but in situations like this I usually try to force the result by creating something like

    "on key backspace pressed" -> spawn actions.

    That way you can check and see if your character spawns the way you think they're supposed to spawn, and if they don't, you can glean a little insight into where the code is wrong. I'll keep peeking here, though.

    This ended up not working either, so after some debugging effort, I realized my previous setup required my character not to be global, but this definitely needs them to be since it only sets their location, not destroy/create per layout. After setting them to global, it did sort of work, but the spawn locations for a couple of the doors are off. I can't figure out why, since in the array in debug and in the code the locations look correct.

    door 0 -> room 1 -> door 1 location (works correctly)

    door 1 -> room 0 -> door 0 location (works correctly)

    door 2 -> room 2 (correct) -> last location of door 2, but in room 2 (incorrect, should be door 3)

    door 3 -> room 0 (correct) -> door 0 location (incorrect, should be door 2)

  • I have an array set up to keep track of everything I could need for door logic, and filling that array at layout start works as it should. However, my character refuses to spawn where it's supposed to when I go through any of the doors leading to other layouts. It will move my camera to the corner of that layout, but doesn't actually place the character anywhere. I'm pretty lost after debugging for a while. Does anyone spot something off in my code? AT this point I think I'm just missing something obvious. Thank you!

    I should also mention that my character DOES spawn at the start of the first layout where it is supposed to, but that is handled outside of the array (see screenshots).

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ZachR

Member since 1 Oct, 2023

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