Valerien's Recent Forum Activity

  • Ah yes! I just changed them. Thank you bilgekaan !

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  • Thanks much Madrasmadnes

    I'm back with 2 more tutorials. Treated pixel art, on popular request!

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  • Thank you guys! Sorry for not being more present around here, but although I love to chat, it's really time consuming sadly! Gotta work, and gotta hang out to meet some girls, right?

  • Hey there! I'm back with 3 new videos on the theme of color:

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    I hope you'll like them! Gonna post the last 2 videos in the tutorials repo in a moment, now that it's available again.

  • Looking real good gillenew !

    I'm back to gamedev in solo, after some collaborative work - using Construct 2 once again (feels pretty good )

  • Thanks! That's pretty enjoyable to me - being in touch with the community. So it's nothing too exceptional!

  • Hi there fellow c2ers!

    I'm back with some new tutorials, and a reorganized first post. I hope you'll like them!

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  • Yes it's true, that error margin does matter. Sorry, I wrote back before testing!

    [quote:qd88t66j]In this custom engine there's no code to make you "climb" back on a platform if you're already falling, and there is some code to make sure that you fall no matter how small the gap is, before drawing. And integer positions make sure that there won't be a +/- 0.5 pixels obstructing your fall

    It's true, though what I meant is that when you design a platformer, you don't absolutely have to make the character the exact size of one of your tilemap's cell. So I doubt that Ashley will add a unique behavior for this specific kind of game.

  • That's really nice of you Kan! If I may, it may be more convenient to make an app that parses CSV data and converts it to a C2 array (which you can directly download with the download as JSON action). That way, you can use excel or google docs to edit your data, which is much faster!

    Actually, rexrainbow has made a plugin called CSV to array that does just that. And there's Csv 2 dictionnary as well.

  • christina isn't it framerate dependent though? You can create super tight controls with floating point values as well, and use pixel rounding to only render at integer positions. All in all, we're only speaking of an error margin of +/- 0.5 px. I don't see a case where you'd absolutely need corridors that are of the exact size of the character's collider. And I highly doubt that any modern pixel art game uses such an approach - raycasting, captors or C2's collision polys work just very well.

    No offense meant though, you achieved a nice demo! Congrats

  • christina : ah true! I thought you could - well, I haven't been using c2 for a while, sorry

  • Well, I think you're making it harder than it needs to be.

    For one, what about using the custom movement behavior and just working with integer values?

    Then, about the gap issue, I'd use an FSM to solve it

    if (player.state === "running")

    --- move him on the x axis first and push him out of solids to the nearest available position.

    --- then check if he's on the ground to determine whether or not the character should go to the falling state

    Or you can use a collider that's a bit longer than the character and that you use for collisions when the player is running.

    In any case, even if you shouldn't use the official platform behavior, there's a nice plugin available on the forums (platform + i think) as well as the custom movement behavior to do the job.

    Good luck!

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Valerien

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