Mort's Recent Forum Activity

  • Works for me! Amazing example, too. (Note: running 99.42).

    Candescence, are you sure you overwrote the original Sine files in the Plugins directory? They do lock when Construct is in use...

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  • Wow. Okay, your way uses less events, detects more reliably, runs faster, and doesn't crash. Thanks, Lucid!

  • I finished the game. The difficulty seemed okay, or maybe a little easy; I got through the levels in one try, or two at most. I was actually glad that the platforming wasn't too tricky, since that might have been annoying when combined with physics. More difficult puzzles would be nice, though.

    The speed seemed a bit slow - perhaps you could increase timescale, if that wouldn't cause problems.

    Overall, everything worked well, but it could have been more interesting. The part I liked most was when the jumps were introduced, because that made the gameplay more complex. I think the game might be better if it had elements that can combine to make the levels more devious - gravity-reversing switches, fans, tethers, balloons, something like that. Or maybe more abilities that you can pick up other than 'jump' - like repel, swap places, etc.

  • If that method worked, I guess it's time I learned more about trigonometry.

    I've definitely had the 'oh, it's built-in!' experience with Construct - making this, I was kind of struggling until I found the 'Angle is clockwise from' system condition.

  • For the project I'm working on, I need to make objects 'bounce' off a circle (reflect at their angle of incidence). I came up with a solution that works reasonably well, with a few odd glitches - pretty sure I could work those out. Unfortunately, it also crashes the runtime sometimes, which is a deal-breaker.

    [I know, crashes are always bugs! Submitted to the tracker.]

    Does anyone have an alternative method? Surely there's a neat trigonometry solution to this. Hell, I was kind of surprised it was possible to do without trig.

    http://dl.getdropbox.com/u/906550/bouncetest-02.cap

  • Oops, should've explained that better: The framerate will probably be 60 (that's default) - but you may want to change the 'minimum framerate' setting, which is under 'Advanced' in the same section.

    If you set your minimum framerate to the same as framerate, then the game will slow down when the framerate drops (rather than skipping frames.) This is good for games that need accuracy, because you never miss collision detection due to a skipped frame.

  • Good work getting in PCG!

    You could probably fix the collision detection problems you mentioned earlier - if you set minimum FPS to 60, it'll slow down instead of skipping a frame.

  • Hey, Construct has events and conditions. Right click on something like 'always' or 'on collision with x', and see what comes up.

  • Ohhh, right! I get it now.

    Sounds useful, actually.

  • If I'm understanding it correctly, that sounds like a feature Construct already has. If you want a sprite to have different opacity in different areas, can't you just change the alpha values of those areas in the image editor? (Or import a PNG file with the correct transparency.)

  • It was on JayIsGames as well. Nice one!

    http://jayisgames.com/archives/2009/06/ ... oad_90.php

  • This might be simplifying it, but:

    You can't really combine the Physics Behaviour with other movement behaviours. This is because the physics behaviour is expecting to see the object physically move around (because you applied force to it, or something ran into it, or whatever.) If you don't move it using force, then it's acting really weirdly from the viewpoint of the physics model - kind of warping around the place without actually moving - and you'll get really weird results.

    So just apply force to the character to make him move around, and remove the 8 direction behaviour completely. Here:

    http://files.getdropbox.com/u/906550/Co ... hysics.cap

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Mort

Member since 30 Dec, 2008

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