deadeye's Recent Forum Activity

  • HELP! IM STUCK!

    Hahahaha thats nice, maybe make him a box collision?

    I think it is a box collision, his jaw doesn't seem to be the part that's getting stuck there. It's more like the collision mask for the background is funky.

  • That screen rotating trick just game me an idea for a platform game.

    A very evil platform game

  • Then how can I exclude P and A from "For...each cell" loop?

    What he's saying is, you don't need to exclude them. Yes, the loop will run, but nothing will happen when it sees the info in those cells (unless you want it to). And it's only two loops, it's not going to affect performance any.

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  • I experinced the same problem, but after reboot I was unable to reproduce it. So, it may be a problem with Construct, not just with the mouse.

    Was it a logitech wireless mouse? Just out of curiosity.

    And yeah, I haven't run into this problem again since the last time it happened.

  • So.. if you have two platforms, you'd have to code each one seperately and not use a "MovingPlatform"

    I'm not sure what you mean.

    I also seem to have another problem: a platform moving vertically under my character seems to push the character left as well as up, for no reason I can discern. Is this normal behavior?

    No, that doesn't sound too normal.

    Perhaps you could post a .cap and I could take a look at it.

    I'd like to see some overall improvements in platform behavior... lorem ipsum dolor sit amet

    One-sided solids (aka jump-through platforms) and ladders are pretty common common features in platform games so I can see those being added as features (even though coding a ladder is a piece of cake). Things like gripping a ledge or wall-jumping aren't such general features though, and should probably be coded as needed by the user. Just my opinion on the matter.

    And I guess I don't see what what you mean about the jump, it looks pretty natural to me. Maybe you could try fiddling around more with gravity and jump strength and such, you can get different looking jumps out of it.

  • I've added collision detection for the next build - physics collisions also trigger 'On collision'. I'll see about the other features.

    You are awesome.

  • I generally have a detector sprite a couple pixels tall placed at the foot of the player sprite to detect when it's in contact with the ground, or a platform, or an enemy's head, or whatever.

    As for the platform dragging you away, yeah those are the kind of little bugs you need to try to work around when you're adding custom stuff to the platform movement. Generally it's about defining your conditions as specifically as you can, like so for example:

    +foot detector is overlapping platform

    +foot detector is not overlapping ground

    +player is not jumping

    +player is not climbing

    +player has a brown dog named fred

    • move player on platform

    It's basically all about coding for every contingency. It gets a little tiresome, but your engine will only be as smart as you tell it to be.

  • Hey, I know I said I'd post some examples but I'm feeling kinda lazy right now.

    Hopefully my post gave you some ideas to start tackling the problem on your own. If not, go ahead and PM me and I'll get around to it later.

  • If only you had the option of "toggling" between the two options, but that would most likely be lots of work.

    I'm not sure there would be any need for that. The only reason to do it really would just be to support backwards compatibility with older projects, of which there are probably few (if any) serious ones that rely on the physics behavior as it now stands. Sure, a couple people might have to change the numbers in their .caps but the benefit going forward from here is worth the sacrifice of their rather minor inconvenience. The good of the many outweighs the good of the few.

    Or the one.

    <img src="http://i35.tinypic.com/2m5fkif.jpg">

  • Ah, hey. There's the jumping

    Okay, couple more crits now that I can see the rest of the level...

    When jumping up against a wall, he gets stuck halfway up. He doesn't slide up the wall and go over like you'd expect a platform character to do. I have to back up and clear the top of the ledge entirely to make it up.

    <img src="http://i34.tinypic.com/28vbz0h.png">

    Also, the health pickup renders it's particles in front of the player when you pick it up, I think it might look better behind.

  • The way I made jump-through platforms in my game is if the bottom edge of the player Y is greater than the top edge of the platform Y, then the platform is not solid. If the beopY it less than the teopY then the platform is solid. This worked fairly well unless an enemy happens to be passing through the platform at the same time the player is.

    All of my experiments with making jump-through platforms have worked to a certain extent, but they always seem to have small problems like that. For instance, if you make a custom push-up routine where the platform automatically updates the player to the top of the platform if they're falling, then it's possible to miss the top edge of a platform, and enter it from the side and get pushed up anyway, which just looks funny. I suppose you could get around this by making your platforms 1px tall, but that would be a pain to work with in the layout editor.

    The Platform object for MMF handled this kind of thing automatically, where you could specify "player is overlapping a jump-through platform" for certain objects. It worked great. In that regard, the Platform object was one up on Construct's.

    I was thinking of requesting that there be more than one kind of "Solid" attribute, just for this kind of thing... objects that are only solid if passing through on one side. Like "Solid on top," "Solid on left," etc. I don't know how useful that would be to a lot of people though (It would be useful to me for sure).

    As for the moving platforms, it's a matter of adding the speed of the object to the speed of the player. There are a few different ways you could implement that, but I'm sure you can come up with something. In my experiments, making horizontal platforms is way easier than vertical ones. My vertical ones always make the player jitter around, and I can't seem to get the motion smooth.

    Again this is where the MMF Platform object has a leg up on Construct... there were two different speed settings for the PMO: Velocity and Additional Velocity. If a platform had Velocity x and the player was on top of it, all you had to do was say "Set Additional Velocity to platform velocity x" and it would automagically work. So if the player was running at 50, and the platform is moving at 50, then the total speed of the player would be 100. Easy. It's a little more complicated in Construct, but it is doable.

    I'll mess around with an example and post it later, but right now I have to watch the season premier of Bones.

  • I also don't like the EULA, but I can overlook it for the most part because I really doubt Google is going to be taking my intellectual property even if they say they can.

    Actually it looks like they've redacted their EULA in regards to IP rights so, um... nevermind.

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deadeye

Member since 11 Nov, 2007

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