UberLou's Recent Forum Activity

  • Here's an update of some climbing features. Also brightened up the tiles a bit.

    A0Nasser I'm not sure If I'm going to keep the double jump but if I do there will probably be some kind of magic effect to tie it together.

  • Global layers wouldn't work because you'd want different objects on your layers. Right?

  • I block out my levels with just solid blocks. Then when everything plays well, I have to go in and add 6+ layers to each layout, name them, set all the properties, effects etc. It's such a hassle.

    Would love to have this feature.

  • Thanks guys.

    Man...I'm looking at this now on a different monitor and its super dark. I'll be doing a pass on the brightness soon.

  • Here is an adventure type game that I've been slowly mocking up. I don't have any real direction with this game, I've just been having fun making a character and seeing where it leads me.

    Everything is still work in progress. I'd like to add a lot more details to the castle. Right now I'm breaking down parts of the castle wall and adding snow drifts trying to get a feeling of a blizzard outside. Looking at this image now, everything is really grey. I need to add some color or maybe the next tileset will be more colorful.

  • QuaziGNRLnose

    So I decided to check out the plugin. Pretty awesome!

    I'm having a problem with lights though...where do you set the position of a directional light? To test it out, I'm just editing values from your 2D physics example. Changing the target x,y and z of the "directional light creation" action doesn't seem to do anything, but the second action to set its position seems to set the direction of the light. Turning on the debug for the light seems to confirm this. I'm guessing that idLast refers to the target node of the light and not the actual light itself?

  • Sounds great, thanks for the answers!

  • Hey this is awesome. A few questions -

    1) I'm interested in 2.5D platformers. In order to make one, I think I would need a Q3D background, a 2D layer for the 2D characters, 2D collision objects, etc, another Q3D layer for the foreground, and another 2D layer for the UI. Is that possible and would that be a performance killer to render multiple 2D and 3D layers.

    2) In the changelist it says: "A resolution controlling mode has been added to the properties..." Does that mean there is a low quality scale mode? I would like to make a low resolution game that when scaled to full screen, the 3D objects would have the same pixel-scaled look as the 2D objects.

    Thanks!

  • Problem Description

    Tab picking can pick objects on locked layers.

    Attach a Capx

    File attached

    Description of Capx

    There are two objects on the layout. The purple one is on a locked layout. The green one is on an unlocked layout.

    Steps to Reproduce Bug

    • Hold Tab and click where the green object and purple object overlap.
    • Repeat the previous step to select the purple object.

    Observed Result

    You can select the object on the locked layer.

    Expected Result

    You should only be able to pick objects on the unlocked layer. I have many overlapping objects that are difficult to pick because of this bug.

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    Stable 190

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  • Refeuh

    Yeah I agree. I don't want or need everything to be built in and I understand worries about behavior bloat. I guess to me sliding against a wall is expected behavior and extremely hard to code separately. Check out R0J0hound 's solutions (Thanks for those R0J0) which are really good, but not perfect and still have a few caveats like having to shut off solids. That said, a separate sliding behavior seems like it would be a fine solution, if that's possible.

  • Refeuh

    Can you re-create Metroid, Castlevania, Mario, Megaman II and Zelda II, all 2D side-view platformers, with the *same* player behaviour ? Hardly, because each of these have different requirements and work in different environments. You don't want a player behaviour that handles "everything" ; you want a flexible base you can customise to your needs, and that's what movement behaviours are.

    I would argue that you can get very close to each of those games movement systems with the platform behavior. It's extremely flexible. Want jump through platforms, add them, change gravity, jump heights, double jump, etc. Of course you have to use code to customize it, like i just added hanging from ledges and climbing over them into my game. The base movement is there and has all the basic features needed to edit them. What if slopes weren't included in the Platform Behavior? That is similar to wall sliding not being included in 8 Direction. It is a basic function of top down movement.

  • Tylermon

    Perhaps there is a barrel in front of the player. Now instead of hitting it, they might slide all around it. Despite a barell being a solid object you want a player to stop at. Or if an environment has objects or props rotated, now these become sliding obstacle courses.

    A solution to your barrel problem - the underlying collision for your barrel example should probably just be a non angled box anyway. If you need it to slide at angles, have two underlying collision objects, one solid that doesn't rotate to stop the player, and one non solid that rotates for pushing. It seems much easier to account for pushed objects rather than coding complex movements. Perhaps to take it a step further, a no slide behavior could be made. That seems unnecessary though.

    I'm not sure I understand your "sliding obstacle course" example. If an obstacle is slightly angled, it shouldn't stop you. It's awkward to get stuck on it. Players shouldn't be expected to push, up, then right, then up, then right, etc to move at an angle that's not 45 degrees.

    Add too much, and it becomes the platformer movement. Great for that one purpose. Limiting for much else.

    The platform movement is pretty awesome. You can mold it to how you want. How is it limiting?

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UberLou

Member since 4 Sep, 2008

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