signaljacker's Recent Forum Activity

    I think the product has a bit of an identity problem, being that it is heavily marketed toward absolute beginners - who are probably also the audience least likely to commit to a subscription model. And while it might be beginner friendly initially, anyone who has worked on a substantial project will know that there is a hell of a lot of hard work hidden away there to get something really good done. I generally avoid any software subscription service and have only bent the rules with Construct because I was already familiar with the workflow before the subscription model was introduced - had I not been, I wouldn't have even booted it up to try out. I've been using construct since classic, own a C2 license and pay for a C3 sub, I don't like the subscription system as a consumer but I do understand why Scirra use it as a small business, and while it would be one of the things hindering really widespread adoption, it is obviously working well enough for them at the moment, so I guess we're stuck with it.

  • I think a lot of users probably don't ever check the beta releases - it feels risky to do so when working through a large project, so it's understandable that the vast majority of users will be exposed to a new feature for the first time on it's official release when there is a prompt to update. I actually do really appreciate the ability to download the betas though (and did in this particular case for the first time). Just chiming in too, I think this is good start and can appreciate that there are probably a lot of behind the scenes complexities in getting this to work really solidly. I haven't found a use for flowcharts yet, but if we could build state machines with them then they would become extremely useful. I look forward to seeing how the tool evolves.

  • Hi all, I haven't had time to check out the new flowcharts feature yet in much detail, but I remember some discussion somewhere about it possibly being useful to build a finite state machine to control animations. Has anyone explored this yet? Is the flowcharts system feature rich enough for this and does it seem like a viable solution? Looking at the examples briefly I can see its use for dialogue, but I like the idea of having a visual representation of a state machine to control my character animations rather than having to keep track of everything through actions.

  • How are your levels set up? Are you using tilemaps? I have a setup whereby I have a collision tilemap underneath everything, when I place a specified tile on there it spawns a ledge grab sprite for each of these tiles at that index at the start of layout. There's probably a way to do it just using the tilemaps and checking the index and overlap rather than spawning an additional sprite, but how you set it up depends on how your game is set up and what the needs are.

  • Thank you very much dop2000, you are always so knowledgeable and incredibly helpful. This has helped a lot. I figured it would be something like this, but I couldn't quite get there myself.

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  • Hi, I decided my platformer needed "coyote jump" (where there is a short grace period after player falls off a platform where they can still jump) for game feel, so I implemented it using this tutorial:

    youtube.com/watch

    The problem is, because that technique uses setting a vector Y property for the jump, rather than the platform behaviour's default jump it can't access the platform behaviour's jump sustain properties, resulting in a jump that is always the same.

    I'm wondering if anyone has any tips on how I could get the coyote jump working, but also be able to have jump sustain. A lot of the fairly well established platform games of the past few years appear to have both features and it helps a lot with game feel. Has anyone managed to achieve both in construct?

    It also seems like a really good feature to add to the default platform behaviour.

    Thanks!

  • Does Construct 3 not support palette swapping in the traditional sense? It seems a bit baffling for a game engine not to support this, or am I missing something? I'm not talking about using the replace colour effect, which is both fiddly and expensive on cpu. Old games from 30 years ago did this effortlessly and the effect is still widely used in modern indies.

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  • I'm curious about this too. Palette swapping has always been such a fundemental tool in game development it would be amazing if we could just load palette files in and swap them as needed. I've never had results with replace colour that I am satisfied with and it's also a pain to set up, expensive on processing etc.

  • Thanks for this idea, only issue is though that the sprite with the platform behaviour needs to patrol back and forth between walls after the collision and checking for a wall will stop this once it has collided. I can live without the slow mo effect but it's making me worry about the reliability of the collisions as they are quite fundamental to progression.

  • Hi all! I have an object with the platform behaviour on it, I'm using "simulate pressing left/right" to move it (no manual player input). When this object collides with a wall object that has the solid behaviour, the wall spawns a single sprite.

    The collision type I am using is "on collision with" - not "is overlapping". This works as expected with the wall object spawning a single sprite on collision, however if I drop the timescale down to say 0.3 instead of spawning 1 object on the collision, it creates many, over and over again.

    I'm just wondering why this is, and if there is any way, at these low timescales to ensure that a collision is only checked once. I know that 0.3 is a very low timescale to use, but am experimenting with slow motion effects and wanting to ensure the game presents consistently. Thanks for any insight!

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signaljacker

Member since 10 Aug, 2011

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