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  • Unless they somehow decide something about no HTML5 games wrapped as .EXEs.

    Highly unlikely seeing as there are at least two browser based games on Steam currently.

  • Probably.

  • Aint Desura is better choise? Looks like indie-friendlier than steam - all those mods etcEasier to get onto? Yes. More profitable? Not even close.

    Nothing prevents you from submitting the game on both services though.

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  • A while ago I sent an email to the Ouya devs, got a response today, signed by Julie.

    In short, I sent an email explainig who I am, what Construct 2 is, hoping it catches their attention. I knew I wasn't the only one who'd sent them an email about this and it paid off. They're looking into it now.

    I also asked some other stuff in my mail.

    Number of controllers. "we support 2 controllers today but hope to get up to 4 by launch"

    Third party controllers (fightsticks etc). Mainly what their stance on it is. "open to 3rd parties, we're open to a lot of things ;)" (my friend is getting his ouya in december supposedly. first thing i'm trying is plugging in my madcatz te)

    Online Multiplayer Support (think a xbox live/psn network kinda deal) "yes, just not at launch" (note though that this doesn't answer how it's going to work, only that they have something planned.)

    :)

  • Event 71 is setting the player's y vector to a small value all the time when you're not jumping. So the player is constantly falling and never actually on the ground.

    I've checked that and as far as the platform behaviour is concerned, when the character is grounded it "is on floor"

    And if you're using x for both falling through and jumping you'd want to set it up so you don't jump while down arrow is down.ot really an option. Being able to jump (either from standing or crouch) and fall through platforms using the same button is what I'm aiming for. It's also pretty standard control scheme layout.

    Though you did give me an idea. I moved the events that pull the player down up to an "else" of 'player is on floor' removing them from the "jumping" group, and did this:

    +Player.is on floor

    +Keyboard.Down arrow is down

    +Player.Is overlapping "platform" at offset (0,2)

    -System.Set group "Jumping" Deactivated

    ++Keyboard.On X pressed

    --Player.Fall down through jump-thru

    --System.Wait 0.2 seconds

    --System.Set group "Jumping" Activated

    (In case the way I write events is confusing.

    + = condition, - action, ++ = sub event condition, -- = sub event action)

    So what i'm doing is that while I'm standing on a platform and pressing down jumping is disabled, instead of disabling it when i'm pressing dow, period. I then reactivate jumping shortly after to allow midair jumps after falling through.

    Now, whil this works, it's not without problems either. If I hold down the key after falling through, the player will start moving upwards as the jumping group is reactivated. Currently trying to fix. I'll see about getting a new capx up soon.

  • ... quick question: on your jump events, do you have a condition that says "+Keyboard.Down arrow is NOT down" ?

    Nope. Here's an updated capx:

    https://dl.dropbox.com/u/22615804/pendulum_fallthrough.capx

  • I don't have to check I know it works lol

    Oh for the love of peanuts...

    I told you I was already doing it and something wasn't working. The entire reason I posted the capx was so people could spot where the problem was. Luckily for you I spotted the problem just now and have fixed it.

    Now, moving on to the other problem. Fall through. Doing the jumps this way seems to block me from using fall through. I have this:

    +Player.Platform is on floor

    +Keyboard.Down arrow is down

    +Keyboard.On X pressed

    -Player.Fall Platform down through jump-thru

    This worked when I was using "simulate jump", but not now.

    I'm figuring it's because I'm forcing the VectorY up and down instead of letting the behavior handle it completely.

  • You clearly didn't check the capx. I'm already doing this (although counting down instead of up), and it doesn't work properly for some reason.

  • Here's a capx with the problems I'm going to ask about in this post.

    https://dl.dropbox.com/u/22615804/pendulum_doublejump_fallthrough.capx

    Ok, so I've been trying to make a jump sustain and double jump in C2 for a little while now. I completely ditched the "simulate jump" feature of the platform behaviour, working only with the Vector.Y component. I actually managed to get a jump sustain that worked kinda like I wanted (before I started messing with it to limit the jumping that is).

    After that I went on to implementing double jump. Since the way I made the custom jump allowed for infinite mid air jumps I figured I'd just limit it.

    Now I have run into some issues and I don't know how to fix, or work around, them.

    First, the double jump is inconsistent.

    It seems that double jumping is finnicky at best.

    If I tap lightly/quickly, I can jump in midair two times from standing.

    If I hold the jump button for too long (have not figured out the specifics on this)I can't do a midair jump at all.

    I've commented the parts of my event sheet that controls these things. The event sheet is "Control".

    Also, seemingly as a result from using this way to create jumps, I can't use the fall through function at all. Not sure how to work around this yet. If you have any ideas I'd appreciate it.

    Thanks.

  • I don't know if you simply typed it wrong here or not but:

    ...Abutton SET X TO (WindowWidth)/2-(AButton.Width)/2

    Will not place it in the middle. "(WindowWidth/2)-(AButton.Width/2)" will.

  • I really can't see this working out well, the manufacturers guarantee would be a tricky beast in this situation surely?

    I'm not sure I understand what you mean.

    I look forward to the OUYA as an additional platform to make games for, but I would never buy one, the marketing shot itself in the foot, they're right, I do own a laptop, a phone, a tablet and a games console, and they all do more than the OUYA in either alternate tasks or gaming alone; why would shell out more money for something I already have?

    That's just the thing. The Ouya is something stuck in the middle. You don't have an open console. Wii, XBox and PS3 are not open consoles. But they are well established with large libraries of games. Contending with them is going to be an uphill struggle for Ouya.

    In my opinion, Ouya isn't competing with phones, tablets or computers. So comparing it to them is pointless to me. It would be like comparing a 3DS to a laptop. They are not competing with each other, the comparison is useless.

    Why shell out money for something you already have? People do it all the time. A lot of people own more than one computer. A lot of people own two or all three of the major consoles.

    If it's cheap enough, people will get interested. If it's cheap AND have interesting games, people will buy it. Like with all consoles, the game library will make or break the console.

    That and slick corporate marketing really clashes against the raw bedroom programmer dynamic that not only seems to be the target of the console, but will also be responsible for it's survival after a few enticed devs ship their day one releases.

    The console actually has two targets from the way I see it. The target developer, which would be the smaller guys (i.e. us), and the target consumer. I'm not quite sure what the target consumer is, but it's not us (though to develop for it we need to have it *hands*). But the target consumer is likely larger in scope than the target developer.

    In order to push the console on the general market, after the Kickstarter, they will need good marketing. From the looks of it, they have thought about that.

  • They said in the video that you're free to rip it apart and mess with it as you like, so...

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