Noisefever's Recent Forum Activity

  • I like it! It looks good, it plays good!

    Until the level that introduses the lasers. I don't know what to do there. My last action was to press both mouse buttons. Then the game crashed.

    And it seems it has not saved its progress.

    I don't know if it saves progress normally, but it definitely should! After each level.

  • I think I may have a far better solution, I'll just have to test it intensive:

    If the hero's vertical speed equals to null, change direction. Simple but effective! Because if the hero stopps, he has to be by a wall.

  • It's been a while but I think it were things like:

    • turning on slopes
    • turning on "tunnels" with too near ceilings (or turning NOT in tunnels with too near ceilings but ending on wall)

    All the collision polygons are rectangles. Increasing the overlap (0, -2...+) helps at (0, -4) but then I run into the problems of the original isByWall function.

    Yes, this is one of the exact spots where that happens. The player has already landed on the corner of the platform. So it IS in fact ON the platform. There is no wall here. But he turns around sometimes (and more often on mobiles with lower performance).

    The only reason I can imagine at the moment for this behaviour is:

    My wall condition sometimes happen while the player is IN the platform (just before the platform behaviour moves him out). But this shouldn't happen! On the other side the varying jump highs SHOULDN'T happen either....

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  • Could you please at least mention this in the manual? I will have a fucking hard time to redesign my game now because I relied on repeatable behaviour and could have saved much work if I had this known earlier! Thank you. :/

  • :

    I don't exactly get what you mean with "before or after scaling". The window? I guess it happens in all sizes, but I will test that. I can't rely on the implemented "is by wall" function because it has other (worse) side effects. So I looked into the code and modified it a bit. So my conditions are mostly the same I already tested the (0,-2) variation too but it doesn't make a difference.

    OddConfection:

    Thank you for clarification! I suspected something like that and it's good to be sure. In my opinion thats a big down for Construct. I have to rely on repeatable behaviour in a hard and exact gameplay. The game behaviour must not be affected of the fps, thats an unbreakable rule in my opinion. Now I have to find a way out :/

    99Instances2Go:

    No, I understand it this is (as said) copied and modified from the "is by wall" function and should work the way I want it to. Thank you nevertheless!

  • Hello!

    I'm currently working on a jump'n'run game and experiencing some strange behaviors. The game is tested by approx 5 regular testers including desktops and mobiles. Some testers reporting some things like:

    • Hero jumps into the spikes at the ceiling. But he shouldn't reach them! There is barely space between the jump high of the player and the spikes, maybe just 1 pixel. But on most devices he doesn't reach them (or only in rare cases). But on this one device regulary. This rises the question: how can it be that the jump high is different? Or are there perhaps differences with floats in the collision polygons?
    • it is a one button game. with the button you jump. the hero runs automatically. if he touches a wall he changes direction. Sometimes it happens that if he lands on the edge of a block, but clearly ON the block not against the side, he changes his direction - and runs off the block. 2 pics to make that clearer (I hope):

    If I don't miss something here he shouldn't change the direction. Next thing is: this happens rare on desktops, but often on mobiles. As if the performance play a role here. Is this possible!?

  • Thank you!

    I had tried that from the project browser and there it is not possible. But when you posted thats possible I tried to do it in the layout editor. And there it works. That's a bit confusing, because you'd expect that the project browser is the main place to do such things.

  • Hello guys!

    Like the title says: how do I copy objects (like a tilemap) from one project to another? is this possible?

  • Thank you for your reply and feedback!

    I thought clicking a link and playing directly would be enough service But okay, I have added an Scirra Arcade link.

    Yes, the font should be changed, you're right. I will do that later. Have to find a good and free one first.

    Glad you like it overall! I will think about the pixel perfekt jumps and collect opinions about that. But actually the game will be much harder than that later...

    Regards,

    Daniel

  • Do nobody like it?

    Or did I something wrong?

    Or is the game just not attractive enough presented?

    I can't believe that nobody like it! 5 of my buddies are literally addicted to it. And believe me, you don't play such a sadistic hard game just to please your buddy

  • Looks great!

    Looking forward to play it!

  • Good morning!

    I want to present you a game I am working on: Fidget - Quick & Dirty.

    It is based on a game that I have programmed years ago in Java, but all the programming distracted me from playability and so the game sucked hard. Now I came in contact with Construct 2 and thought I can make that better. So here are the first 32 playable levels (of planned 48), play it directly:

    http://noisefever.de/games/FidgetOneClick/

    or Scirra Acarde: https://www.scirra.com/arcade/action-games/fidget-quick-dirty-11641

    It's a One-Click/One-Tap jump'n'run game, designed for mobile devices, but working of course on desktops too. You can tap, click or press space to jump. Nothing more to do

    The game progress will be saved after each level. Be warned: the levels are short but hard. Very VERY hard! (Not from the beginning of course)

    Either you'll love it or hate it - or both!

    I'm looking forward for feedback and critics, how well it runs and on which device. Thank you very much!

    Screen recording:

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Noisefever

Member since 28 Aug, 2016

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