Sargas's Recent Forum Activity

  • and that is why the gamepad object has a deadzone parameter. And in this case, even with the deadzone at 99, the problem still occurs.

  • Problem Description

    When you set the gamepad axis to simulate controls for the 8direction behavior, the result is that the player can only move diagonally.

    I used the "gamepad 0 axis Y < 0 = simulate up" thing for up, down, left and right.

    Attach a Capx

    [attachment=0:3h8xnvnz][/attachment:3h8xnvnz]

    Description of Capx

    Very simpe Capx, just a sprite with the 8direction behavior, and a gamepad, that is set to handle controls on the event sheet.

    Steps to Reproduce Bug

    • Step 1: run the game
    • Step 2: activate gamepad by pressing any button and try to move vertically or horizontally..
    • Step 3: fail to do so, and instead move only in diagonals.

    Observed Result

    the sprite can only move in diagonals, for some reason it can't move just up, or just left, it is always both axis at the same time, even with the deadzone to over 90. If you disable half the events, however, you can move up or down, or left and right. but with all 4 lines active. only diagonals for some reason.

    Expected Result

    to be able to move in at least 8 directions.

    Affected Browsers

    • Chrome: YES
    • FireFox: don't know
    • Internet Explorer: it doesn't even detect the gamepad...

    Operating System and Service Pack

    Windows 8.1 x64 latest updates.

    video card up to date as well.

    Construct 2 Version ID

    Release 198 (64 bits) checked.

  • Hey there. This could be a dumb question, since i don't understand if there is a reason behind it.

    But is it really a strict limit that tiled objects are rectangles? Could it be at all possible for them to be "transformable", similar to how we can move around, add, and delete the points on a collision polygon?

    The most basic use of this would be filling up an area without having to use several instances of the tiled objects. when up against a shape that isn't a flat line. (like in the attached img) it would be a lot simpler if the tile object could be freely transformed into an "organic" polygon =)

  • Ok, so huge layouts are viable now, like i though.

    but i have a big question now. Since to make the most of rendering and collision cells, objects on those layers should not have any behaviors, events involving them, or more than 1 frame. However, when you are making a huge level, a lot of the assets are actually things you must interact with (floors, walls, platforms, etc). And those need to have at least 1 behavior on them. so, in practical terms, how would you setup the layout, to really take advantage of the cells?

    My guess would be to have the "visuals" of the level on a render-cell-appropriate layer, and then make an invisible layers that handles collisions with tiles that have the behaviors on them. That seems to be the way to go... but is it?

  • Ashley He's talking about the Properties Bar, where pasting things doesn't work.

  • With all the rendering and processing optimizations that have been implemented fairly recently. I wonder if the answer to this question has changed.

    I understand that now there would be no problem with having a really huge layout, since the game won't even think about whats not involved on the viewport. Whereas before every inch of the layout counted. You could also use groups for each area of your huge layout and disable those for the areas you're not in.

    So, what do you guys think, If you where to make a pc game with a "A link to the past" type world map. Would you dare to put everything on a single layout now?

    (although I remember that alttp had an overworld that wasn't that big in reality, and then it had a lot of smaller, separate areas =P)

  • I think that could be done with just events, without need of the pathfinding behavior.

    The enemy needs to check where the players is, higher or lower, left or right. And then evaluate if there is an obstacle in that direction relative to where it is currently standing on. And then make it choose the path that is unobstructed.

    The enemy should consider if the obstacle can be jumped, and if the player is higher than him whether or not it can be reached.

  • Somebody thanks! you've given me a lot of great ideas to work with ^^!!

  • lolpaca thanks ^^ that helps me a lot

  • lolpaca Tylermon Somebody

    Do you guys have any suggestions or ideas on how I could make the gameplay more interesting? I was kinda hoping I could get away with a no-violence game though xP, But I'm 100% sure there must a thousand ways I could improve what I have here

  • Tylermon I'm currently working or improving a lot of things in the game. one of them, in fact, is to make the first level shorter, and the rest of the levels more interesting =)

    I will add an option to invert the controls =)!

    In a couple of days I will upload the new and improved version, It has a ton of changes and new features ^^

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  • Somebody Yeah, I think I agree with you. it's something I'll have to work in though xP. I'm more of a slow pace kinda guy, wowing people is not really my thing. But I see your point and I agree. Today is really easy to get lost in the endless sea of games. And even though I think my game is "decent enough", something has to set it apart from the rest.

    There is an endless-loophole here though; My indiegogo campaign is to fundrise money for the art. but it's hard to get people's attention without it =( Besides, the game I published was a prototype, not "THE GAME". was kinda hoping everybody would understand that xP. I'm currently working on making a better campaign too =)

    Thanks for all the feedback everyone <3!

    And if you can contribute or share this thing, please do so!! https://www.indiegogo.com/projects/asterminer

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Sargas

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