hrisnz's Recent Forum Activity

  • Thanks digitalsoapbox!

  • It seems like only 6 keys can be pressed at the same time? (Using Construct 3) any additional key is not detected until one of the first 6 is released. Anybody has any experience on this?

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  • No problem

    have a great day

  • Hi,

    I think its always a good idea to have your game either with its own domain or a proper subdomain of your own website. Like ) you don't need to input the "/index.html".

    This way you can always:

    1. refer to it easily

    2. open it trough website in a new tab using target_new

    3. embed it anywhere easily using "iframe"

    Have a great day!

    Chris

  • I just experienced the fullscreen function to work perfectly in chrome but not in Safari (like it used to in C2 as well) but then a tester said he can fullscreen in safari weird day. What is wrong with this fullscreen function?

    Apart from that it works for me.

    You musst do it on a input command though, not "on start of layout"!

  • Hello Construct Community!

    I have the following issues with my current game and am thankful for any advice. My project files are commented and structured, hoping to make things as easy as possible for "strangers" who are new to the files.

    I'm really hoping to find a brave soul who wants to help <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    SITUATION:

    • The game is a top-down endless runner (having randomly generated objects - bullets - for an infinite level). If the user moves off the screen = game over
    • To get a certain feeling I rotate the whole level (multiple layers) while the player remains still
    • Another important mechanic: How the Player and its shadow interact: Leaving the ground will "decrease the players height" (too long off ground = game over). Because I wanted the player move to its shadow and not the other way around, the user is actually steering (custom movement) the shadow and the player is positioning according to it.

    PROBLEM:

    • I want obstacles (that spawn like the "ground") to act as solids, so the player can't fly through them + being pushed away by them when not moving away.
    • Since the obstacles are bullets and the shadow uses custom movement, I tried to work with giving the bullet obstacles a solid behaviour and the player object a platform behaviour.

    Test-Example: http://hinz-art.com/testserver/HinzArtGameDev/2.8.2.2/

    Test-Project File: https://www.dropbox.com/s/kxt9uere1ytt9 ... g.c3p?dl=1

    (That the "player" was not pushed out of the screen but to the side was something I couldn't fix. But this worked at least close to what I wanted)

    • Applying it to my project (When you look at the file, the most important groups for this problem are "Player Controller", "Obstacle System" and maybe "Obstacles" in the "Spawning System Group")

    Prototype: http://hinz-art.com/testserver/HinzArtGameDev/2.8.2/

    Project-File: https://www.dropbox.com/s/zbf65oqg88pmm ... s.c3p?dl=1

    • First I needed to reverse the "position player to shadow" while the obstacle colliding is in progress, so the "player platform behavior" + the "obstacle solid behaviour" could take effect.
    • Then I had to stop the shadow from "keep on going", so I positioned it to the player, stopped the custom movement and set the "player height the almost 0" so the player almost "crashes" when hitting an obstacle
    • To go back to the normal "not colliding mode" I use a "trigger once while true" so the whole collision process "repeats it self".

    CONCLUSION:

    • Hitting the obstacles from the side works like it should (even though it just "stops" the player and is not any close to being "realistic")
    • Because the obstacles are moving (bullet behaviour) the collision while being "behind the obstacles" sadly has a bad "stepping effect" and does (like in the first test) not push the player of the screen.

    Extra problem:

    • The whole collision seems to have no effect when getting close to the screens borders/ off the original layout size

    WISHES & QUESTIONS:

    • What I want is to have a collision system that makes it possible to stop the player and push him of the screen
    • I want to fix the issue that the whole collision doesn't work close to the screens borders

    NOTES:

    • Having those rotating layers adds a bit complexity since I carefully need to position objects on different layers via global variables and the CanvasToLayer-LayerToCanvas Method
    • The controls have quiet a learning curve, so you probably need to give it one or two shots until you get the hang of it. But if you better want me to upload videos of the "bugs" I can do so.
    • And ignore the "yellow keys" on the controls tutorial (they are deactivated at the moment)
    • I also played around with the Physics behaviour to see if I get results with it, but ney...

    I'm so thankful for any feedback, help or advice!

    Because having rotating layers, bullet objects, a player object that is controlled by its shadow and has custom movement AND the wish to make obstacles act as solids to the player is sort of really hard <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    So thanks to anybody who wants to give this challenge a try!! I hope a solution will help whoever wants bullets to work as solids to the player!

    All the best,

    Chris

  • lennaert thanks again!

    I always used add X to Y unless Y is < 200 for example clamp() will make my life easier now.

    And thanks for the 60 * dt = 1 sec

    makes even more sense now

  • oh lennaert and I implemented your 6*dt instead of the 0.1 in the position lerp. That was a really nice tip Thanks!

  • Thanks a lot 99Instances2Go !

    Your feedback helped me a lot with understanding "Trigger once while true" events and your solution seems really elegant <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    I implemented changes based on your suggestion and fixed the bug. Your way worked perfect until the point where the players position on the rotating layer (CanvasX, CanvasY) got into negative values. It started to confuse the set angle bullet behaviour and ignored the destroy on overlapping.

    The fix: It seamed like a problem that the collectable object and the player object where on different layers for the lerp positioning to work (even though translating the position by LayerToCanvas etc). So I added a new Object on the same layer as the collectables (called "PlayersDestroyer") set it to CanvasX, CanvasY (the Players "true" location) and made the collectables die when overlapping this object. Works supa smoothly <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Here is the result:

    https://www.dropbox.com/s/e17ienhb6h46u ... 8.png?dl=1

    lennaert

    Thanks for tip with the "clamp" function! I tried it out a little bit but since the current way works perfect It seems like I don't need it. But "clamp" looks really helpful. Now I can use it in the future <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    What was your "most creative way" of using clamp() so far?

    Have a great day,

    Chris

  • thanks for your reply lennaert

    This is what I found in the manual:

    clamp(x, lower, upper)

    Return lower if x is less than lower, upper if x is greater than upper, else return x.

    But I still don't understand how it could look or how I could apply it to my:

    X = lerp(Self.X,CanvasX,0.1)

    Y = lerp(Self.Y,CanvasY,0.1)

    Could you give a plain example please?

    Do I get it right that the clamp function sort of gives the X (or Y) value sort of a frame between a min and max value?

    Thanks,

    Chris

  • SOLVED:

    It actually worked:

    http://www.hinz-art.com/testserver/Cassini_2/index.html

    https://www.dropbox.com/s/jscin0tpb5tg2 ... d.c3p?dl=1

    Project file is structured, labeled and commented.

    I hope this will help anyone who is trying to find a way to get the "true angle" of objects cross different layers (with different rotations)

  • Hello Scirra community,

    I'm working on an endless runner with main focus on its mechanics feel, camera movement and story.

    You can play the WIP here: http://www.hinz-art.com/testserver/Cassini_2/index.html

    I have some trouble with the "Collecting System" (fly close to yellow circles and press "D"), sometimes the position lerp function does weird things. Especially when the LayerToCanvas coordinates (that tell the collectables the "true" position of the player on Canvas ("CanvasX" and "CanvasY") get negative.

    Anybody got any feedback on that? (Or the overall early process)

    Would be much appreciated <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    My project file is structured, labeled and commented. If you want to have a look:

    https://www.dropbox.com/s/jscin0tpb5tg2 ... d.c3p?dl=1

    Have a great day!

    Chris

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hrisnz

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Member since 17 Feb, 2016

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