Tokinsom's Recent Forum Activity

  • Ok here's the platform movement I came up with using the custom movement behavior. I managed to bring the problems I was having earlier to a minimum, but now I have some new questions.

    Problem 1 is the player will occasionally land a pixel or 2 inside of the platform. I "fixed" it by using the "push out" action, but I'd like it to not go inside the platform at all. I know, I know, it's hardly even noticeable, but it's a still a bug, and it needs to go. *It's easier to see while moving, as the player will stop for just a second when it lands too far into a platform.

    Also, you will see in event 2 that I round the player's x and y positions every tick. I did this because it results in smoother movements and scrolling, and is essential with such a small resolution. Problem is, now the player won't move at all when I use unlimited framerate mode. I'm not sure if this will be a problem for those with higher refresh rates, as I'll be using V-sync mode, so I thought I'd ask you guys about it.

    Finally, take a look at the action in event 14. When entering a value for "Add to vertical speed" it says at the top that the value is in pixels per second, so I wouldn't need to add time delta to it right? Well, switch to unlimited framerate mode and note that jumping no longer works. If you change the 10 to something like 500*timedelta, then jumping works, but now landing is broken. What's up with that? It's as if the value for this action is NOT in pixels per second, as it states.

    Anyhow, you can download the .cap HERE

    Thanks for any help.

  • I find it amusing how the smaller and more straightforward my games get, the more complicated it becomes to make them.

    Anyway, I'm whipping up a .cap with a couple of the platform movements I've tried. Hopefully we can go over them and figure something out, because having problems making the most basic, low-res, framerate independent platform engine

    y'know, those things that have been around since '87

    in Scirra Construct in the year 2011 is just..well, ridiculous.

  • Sorry I was really tired when I made that post.

    What I meant was "How do you make a platform character effectively jump, fall, and land using a custom platform movement and timedelta, or the custom movement behavior."

    I've gotten the same results with both - player lands inside platforms or lands a pixel or two above platforms (preventing jumping) then falls down seconds later.

    I tried using a loop in the same way you would for pixel-perfect or instant-hit bullets, but for whatever reason it has no affect.

    I checked out other custom platform movements on the forums, but not a single one of them uses timedelta or the custom movement behavior, and the platform behavior is too wonky with low res games.

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  • Eh..? Should I post a .cap?

  • How do you make a platform character effectively jump, fall, and land using the custom movement behavior when using timedelta?

    I've come up with like 3 different ways to implement gravity & pixel perfect landing, but every time I add timedelta it gets messed up (the player sometimes lands 1 pixel above the ground, hovers there for a bit, then falls down..or lands inside of the platform) I've tried collision offset, floor detectors, loops, and none of it works once timedelta is added.

    I would greatly appreciate some help with this. I've already wasted all morning trying to figure this out

  • Is there any way to get an object with the physics behavior to interact with non-physics objects such as a sprite with a solid attribute?

    I'd like to add physics objects / particles to my platformer, but it seems I would have to make every platform a physics object and well, I would probably get 2 FPS if I did that

    I could try to make a custom 'physics' behavior using events, but that could get messy

  • You can make a new variable called "next level" and each time your player's exp is greater or equal to it, set the exp to 0 and "next level" to itself * 1.25 or something.

  • I think you watch too many inspirational videos.

  • <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/foggycavesnscanlines.png">

    Foggy caves and fake scanlines

  • Same thing happened to my bro's 360 a couple of days ago XD We were watching a movie a BEEP - checkerboard pattern on the screen and RROD. Fired it up the next day and it worked. I guess it lets you know something's overheated, but not necessarily fried. He has some fan attachment on it too..so much for that.

  • Level editors help because I used to use Tiled then export these giant images for use in Construct (probably the most retarded thing I could have done.)The empty space was hogging up a ton of VRAM.

    Put it this way : 10 levels using giant images racked up about 20mb VRAM, and the more I added the higher the VRAM went. 10 tilesets for use in my level editor racks up about 5mb VRAM, and because I'm re-using the textures I can make an infinite amount of levels / gigantic maps with no increase in VRAM. Also, Tilesets & BGs are global and kept in another layout, and are discarded when not in use.

    You could use sprite objects/import frames/ change starting frame, and use the built-in editor. That will have the same affect on VRAM as a level editor would, but then your game will run at 10fps and it will take around 5 seconds just to place or delete a single tile once the map gets too big.

  • Never bothered with sub-animations myself, but if they don't work out you can use animation angles instead. For example..

    For Standing/Idle/whatever:

    0 = Big mario facing right

    180 = Big mario facing left

    1 = Small mario facing right

    181 = Small mario facing left

    2= Luigi facing right, etc.

    This will drastically cut down the amount of events for character/type animations. Works better in MMF because of the direction clock thing, but whatever

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Tokinsom

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