sqiddster's Recent Forum Activity

  • Hey all,

    Have a play of this quick project I put together.

    As you can see, it's just the platform project template (although I adjusted the character's max speed and acceleration) with platforms arranged in 'steps'. Each step is 1 pixel taller than the previous step.

    You may notice some peculiar behavior if you try to run up the steps. In my experience, with a running start, the player will always be stopped by the second-to-last step. You'll also notice that running into the staircase without a running start will eventually stop you short. As such, I'm guessing that the player's ability to 'jump steps' is tied to its x velocity.

    While this behavior may be useful for most games, I feel that direct control of 'step-hopping' ability could be useful in some instances. For example, A game I'm working on has lots of big, misshapen tiles that have to be lined up manually and as such there will be 'steps' around the perimeter of each tile where the lining-up isn't perfect.

    Does anyone agree that direct control of this behavior would be useful? Ashley is this really a coded part of the Platformer behavior, or just a weird side effect?

  • spongehammer that's really interesting, I didn't know Canvas could do that!

  • Do you want the game to generate these automatically? Doing this well is no easy feat for a beginner. Do you have previous programming knowledge? If not, I'd suggest you get more comfortable with the engine first.

    Generating the actual platforms shouldn't be too hard - but placement so they don't overlap, or appear too high/far to jump is a little trickier.

  • If you share the .capx file it will make it easier for us to find the problems.

  • 1. This is incorrect - C2 handles all of this for you. Delete as much as you like!

    2. Depends on the hardware, sprite size, memory, etc. There's no 'hard limit'.

  • OK

    Venivididormi yes, you are correct. The game array is not infinite, just very large. So eventually, the world will loop back on itself.

    yogert96 to be honest, going about dynamically editing terrain will depend on R0J0hound 's implementation of my algorithm. i forget exactly how it worked, but I think you may need to add another, larger array to store all the game tiles.

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  • Rilem that looks awesome!

  • Do you know how arrays work? Because that will be necessary to do something like this.

  • Really cool idea, although I feel dizzy :)

  • I'm not actually sure if node-webkit export is allowed in the free version or not, but I'm expecting not.

    The free version is very good for what it is! Remember that Scirra has to make money too, so it makes perfect sense to restrict these features to the full version.

  • This is all very interesting.

    > In my opinion, it's best to use a small amount of object types. For example, there's no need to have a 'tree' and 'rock' object if they have an identical function.

    I'm interested in the alternatives for this? Isn't it easier, when building scenes, to have semantic objects for greater clarity? Don't

    I suppose it depends heavily on the game - but object clutter is often a problem in beginner projects.

  • Reading the whole manual at this point might be a bit boring. It's designed more as reference. I'd also suggest you either dive right in, or read the other beginner's tutorial (How to build a platform game)

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sqiddster

Member since 5 Sep, 2011

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