plauk's Recent Forum Activity

  • Hi there! My entry is, believe it or not, my very second game using C2.

    The Majestic Dance of the Interstellar Wrecking Balls

    A. The Majestic Dance of the Interstellar Wrecking Balls

    B. http://dl.dropbox.com/u/46479820/wreckingball/index.html

    C. Australia

    Let it be known that the game is sloppy and mostly untested. I tried it in Chrome (with hardware acceleration) and it runs great, but since I developed it while testing in Firefox with hardware acceleration disabled (I forget why), it wasn't exactly made under the best testing conditions. So, I recently twiddled with some of the physics forces to slow them down to make it playable at the ultra fast speed it now runs in Chrome... but this may have broken it for those running it without hardware acceleration.

    Anyway, I've basically run out of time to fix these issues so I'll just say: Play it in Chrome, or if you feel like testing other browsers, be warned it will probably be crap, but hopefully not forever.

  • Physics objects only interact with other physics objects, they ignore other objects completely even if they have the solid behavior.

    Of course that's what I meant to say.

  • Regarding physics vs platform behaviour:

    Although I haven't tested this in C2 yet, I think if you give the floor a 'solid' behaviour, as well as a 'physics/immoveable' behaviour you'll essentially get a platform that the player (using the platform behaviour) can walk on that also interacts with the physics objects.

    From what I understand C2 behaviours are being designed to work with each other more effectively than in Classic, so platforms should be usable with physics objects without any real problems.

    In Classic I had to fiddle with the collision masks to get both behaviours to work, and it probably would have been easier to just use 2 separate objects for platforms and physics - but with C2, I think you should be good to go.

    Having said all this, I'll go test it to see what it does.

    edit: yep, it seems to be as easy as I thought it would be... Physics/Platformer

  • Cool! It feels very much like Montezuma's Revenge (the good kind).

  • It seems setting the bottom layer to a parallax other than 100,100 results in screwy mouseX and mouseY reporting.

    I assume this is a bug, rather than some weird feature that allows you to parallax your mouse - because I can't think of a way to use this for anything other than disorienting the player.

    These 2 caps are identical aside from the parallax setting on the bottom layer. The ship is supposed to point toward the mouse, and move toward it when you hold the left mouse button. It works fine in the first example, but gets utterly confused in the second.

    Default parallax of 100,100

    Parallax set to 25,25

    As far as I can tell, this only happens when changing the parallax of the bottom layer, not of any of the other layers.

    Oh, and I'm using release 63 (64-bit) on Windows 7, if that's helpful. Let me know if you need any other information, or if the caps don't do what I described.

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  • Agree about the controls. My brain gets all tied up trying to figure out which direction to press, which kills any twitch responses.

    On the first level, I spent ages just trying to make a simple jump, because each time I flipped gravity I ended up changing direction.

    But other than that it's pretty darn good. The art is amazing, and the sound fits well. Especially like the footsteps for some reason, they feel solid - giving the player a sense of heaviness.

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plauk

Member since 24 May, 2011

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