3030's Recent Forum Activity

  • Great news on this today:

    https://github.com/greenheartgames/gree ... t-57587279

    "small update. we are going the NAN (Native Abstractions for Node.js) route (thanks GeoffB).

    It looks like we will have a test-build with the core API's (excluding workshop support methods) ready some time next week"

  • This did the trick Ashley, thank you. I removed the 'requirement' for the player to be 'on-floor' when triggering a jump. Instead I created a "jumpAble" instance variable, which is set to 1 when touching ground. If you leave the ground it subtracts at 0.04 per tick (found it to be the best balance) So basically in less than a second its set to zero. Then i just said:

    • If you push jump
    • and jumpAble > 0

    - Set jumpAble = 0

    - Move player at velocity -X (jump height)

    Thanks again. Game getting smoother and smoother

  • Ashley

    My bad i guess i dont mean the animations themselves, but the platform state which triggers the animation. Definitely using a green square as my player controller. Sorry for the weird way to ask about it. I think the millisecond delay might work since its always just little 'ticks' that block the jump.. trying to wrap my head around the actions, but i think i'll get there. Thanks for your help!

    Nate

  • Yeah still having issues with this because now i want to have a different falling animation vs. standing / walking so its triggering the falling animation whenever he's hitting those spots, even just for a sec. So even if i re-write the jump it's going to be an issue with the falling animation... i wish i could think of some other way to basically 'not trigger' falling, unless a jump has been detected...

    Ashley - is there any way to force a platform animation?

    thx guys

  • Awesome, yeah I think i know what you mean: if overlapping circle shape, and jump button pressed: do jump function.

  • Dont do a collision check, do an overlap check.

    Can you explain Tylermon? It's the collision checks built into the platform behaviour. it's more along the lines of the animation types than the collision types... ie "Falling" "Moving" "Jumping" and "Standing" if you know what i mean..?

    Thanks guys. Will probably just write my own jump.

  • Ashley

    Planning & experimenting with a game centred around push notifications letting you know when there has been a drastic change in the game world while you've been away (say earthquake or something). The (preferably local) push notifications would be determined and scheduled while you are playing based on variables etc as you play.

    Does this sound feasible / realistic at all?

  • Ashley

    sweet, thanks. Are there any plans for official support at some point?

  • Ashley,

    It seems it was quite a big deal with iOS8 that we wouldnt need to use stuff like CocoonJS for building apps and that Ejecta and Phonegap were the preferred methods of wrapping apps for standalone / mobile app store use.

    Im curious if there are technologies that are tied to Phonegap that we can use in our Construct 2 apps, most importantly:

    Any ideas if this type of thing can be used with our games in any way - or what that might require? is it a pipe dream? Esp. Push Notifications?

  • Yeah 30k gravity all but eliminates it on the small planets where the resolution of the collision shape is more 'round'... On the bigger planets when the points are more spaced out and actual 'peaks' happen, i still get the odd 'fall' every once in a while. It's way better than it was now, and only the big planets are an issue now... What i would give for round collision shapes like unity, tho. damn.

  • Yeah i tried setting gravity to 5000 when on the ground, it seemed to help a lil bit and then triggered gravity to flip to 1000 on jump. Ive also been trying to reduce the collision peaks, but we're talking circles and im already dealing with 32 collision points just to keep it relatively smooth.

    Thank you tho great ideas, still getting little blips tho.. Gonna try jacking the gravity up to like 10k now hahah

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • My problem is pretty straight forward. Because planets are round, player is always 'falling' for short millisecond bursts when i run really rapidly around the surface of the planet. basically whenever the player hits a 'peak' of the collision box since it's not a perfect smooth circle, he can technically 'fall' off the edge of the earth for just one split second.

    The problem with this is that if i happen to push the jump button just as that platform 'falling' animation state is triggered, the guy wont jump.. so in the hear of battle, there's basically a 5% ish chance that your jump wont register...

    Is there some way to 'disable' the falling state unless i specifically say to use it.. i realize that's a roundabout way to solve the problem, but short of programming my own platform controls entirely, which id much rather not do, i dont know how else to really work around it...

    Does anyone have any thoughts or advice? Is what i mentioned making any sense even?

3030's avatar

3030

Member since 29 Jul, 2012

None one is following 3030 yet!

Connect with 3030

Trophy Case

  • 12-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

14/44
How to earn trophies