sqiddster's Recent Forum Activity

  • 1 - Nope. Use 'set visible' instead.

    2 - Nope.

    3 - Not sure, I don' think so.

    4 - Don't know, sorry :)

    5 - That sounds fine. Only way to be sure is to test ;)

    6 - There are a few tutorials / blog posts on it. Look into them, they can really help.

  • I don't think you'll be able to use any mathematical formula. Interesting question though! I think experimentation is the best option - just go with something that feels right. Remember, tiled backgrounds are your friend!

  • Yep, I especially like the second suggestion. This can be very annoying!

  • Very good stuff! Looks nice and fast!

  • Impressive! is this a custom webGL shader or something else?

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  • That would be really awesome. The organization would be tough, but I bet you could entice most C2 developers to give some assets/graphics to the cause ;)

    Obviously, though, your appreciative audience is limited to C2 gamers and there won't be much general appeal. If that doesn't bother you, sounds like a cool project!

  • jayderyu any specific reason you used lerp()? Why not just simple deceleration value every tick?

    I see the thought behind that, though, it may just work! hmm...

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/41931267/LayoutBug.capx

    Steps to reproduce:

    1. Go to Layout 2 in the Editor

    2. Edit something in Layout 2 if you wish - not necessary

    3. Go to Event Sheet 1

    4. Run the game

    Observed result:

    Layout 1 appears

    Expected result:

    Layout 2 should appear.

    Note that if the order of layouts 1 and 2 are changed in the Projects bar, the effect is reversed.

    Browsers affected:

    N/A

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r128.2

  • Whiteclaws that doesn't work as zero is just a 'special case' - plus, the game would register a reduced max speed if the stick happened to register a number while snapping back/being released slowly.

  • *bump*

  • Hey all,

    I just bought a wired Xbox 360 controller to try out with the Gamepad object. It works very well however I've run into a very interesting issue.

    I'm trying to get it working together with the platform behavior. The platform behavior is designed for keyboard / binary input - completely stopped or running as fast as possible. This presents some natural difficulties when adding a gamepad controller - of course, it's trivial to just set a threshold and turn the analog stick's proportional input into a binary input - however one sacrifices the fine-grained control that analog sticks provide.

    My first thought was to simply set the platformer's max speed to some factor of the analog stick's x-axis. This works well for the most part, however it completely breaks deceleration - releasing the analog stick brings the player to a jarring halt in mid-air as the max speed resets to zero.

    Does anyone have any ideas about fixing this?

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/41931267/PlatformStepping.capx

    Steps to reproduce:

    1. Run towards the staircase

    Observed result:

    Player skips steps in a manner roughly equivalent to its speed.

    Expected result:

    A 2px high wall should stop the player. HOWEVER this would break a LOT of projects, and I'd suggest just giving the user more control over this aspect of the behavior.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r127

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sqiddster

Member since 5 Sep, 2011

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