jwilkins's Recent Forum Activity

  • Hello, a project I am working on has this issue only in Internet Explorer:

    https://drive.google.com/file/d/0B664kH ... sp=sharing

    It's doing a couple of things:

    It centers the 3D Sphere in the screen no matter where it should be.

    It shows only part of the star and the text usually has lines or some other graphical issue.

    In another layout with 2 3D Spheres, the project becomes unresponsive after a few seconds.

    Again, this is only happening in IE.

  • Unless I am completely mistaken on what you are doing your solution will not work the moment you introduce more than one character or object that needs to interact with platforms. When you disable collisions for an object you disable collisions for ALL interactions with that object, so when the player moves layers, all the objects on other layers will fall straight through them.

  • I don't see any of that being very helpful.

    My major issue is still making sure that all platform-behavior objects (players, enemies, etc) only interact with the platforms in their lane. Sizing is not a concern, nor is the actual transition between these lanes.

    Effectively every lane needs to have it's own platforms, and characters should only interact with their lanes platforms. But disabling platforms is not an option because different characters (players, enemies, etc) can be in different lanes.

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  • (LBP = Little Big Planet, which uses a system where you can switch between a foreground,middleground, and background "lane".)

    So for a personal project I am making a beat-em' up, but I want to use lanes to sidestep the issue of players not quite lining up on the Y axis with their intended target. This is what the beat-em' up Viking Squad does and you can see it in action here as an example.

    This will (hopefully) also give me the ability to do some multi-lane platforming.

    Initially I had considered doing this by simply giving the player object the platform behavior and then moving a small, invisible platform under them to the lanes Y positions when switching lanes, but this would create a slew of issues where the player would accidentally interact with enemy platforms and vice-versa.

    I think the best bet would be to create the platforms for each lane and then have a lane value for the player/enemies that determines which lanes platforms they can interact with. I'm not actually sure how to do this though as I don't think there's anything in the platform behavior that would support that.

    Any suggestions? Thanks!

  • Unfortunately we do not have any control over the product that the user uses as a screen reader. There are commercial screen-readers and browser plug-ins and phone apps etc. that do the job, and they do so based on industry standards (this is one reason why ADA compliant sites use proper h1/h2 tags). These plugins all do the same thing (read text on the browser screen) in roughly the same way. But we can't create our own both due to a lack of resources, but also because it undermines the purpose of this is which is to support any screen reader the user wishes.

    As I said, I can get Construct to just read the text I pass through it with the existing TtS functions but that is not optimal, I need to pass text information out of the construct project into something that the screen reader can read.

    I was told this was because ADA compliancy requires screen reader functionality, though I admit that I am not actually sure of that, in which case I can probably default to the TtS alternative in C2.

  • Hello folks,

    Both my freelance work and full time job (different licenses) use Construct2 to create educational interactions/simulations for university programs, middle school students, or even corporate training.

    However, I am running into a wall with my projects I am hoping someone can help me with.

    Here in the States there is an act called "ADA Compliancy", that essentially sets accessibility requirements for many things, including educational materials. Most of these are pretty easy to design for without worrying about Construct2 such as keyboard controls or only using color pallets that the color blind or hard of sight can understand.

    However one ADA compliance area that Construct2 does have an issue with is screen readers.

    Before I go further, let me be clear that I am aware that Construct2 has Text-to-Speech capability that could functionally handle reading text (I've proposed this method to my boss). Unfortunately for the purposes of ADA Compliancy, this is apparently not an option. I specifically need to be able to read text from a C2 project using a screen reading plugin like one of these: https://chrome.google.com/webstore/sear ... r?hl=en-US )

    If you've ever tried to have a screen reader read from a Construct2 project you know it doesn't work as the canvas is essentially a black-box to the screen reader.

    I need a solution that makes text in Construct2 readable by a screen reader. The alternative is that we will probably have to move away from using Construct2 to develop, which would be a shame because it's the only thing fast enough (IMO) to develop the complex kinds of learning interactions we make in short development cycles.

    Any suggestions or thoughts on this would be greatly appreciated. Thanks!

  • That's very similar to what I had made in Game Maker, but I was hoping that there was maybe a behavior function or something to do it for me instead. In any case, thank you, I'll do it that way again.

  • Alright, so I have a concept I put together in GameMaker Studio that I want to replicate in Construct2. This is for a topdown perspective where I want the character to "rotate" to face a direction (in this case the mouse, but eventually other things as well.)

    The way I want to do this is NOT using static images I either rotate or replace with different angles, but rather a group of objects that are pinned to a player object and "orbit" the player based on cursor position (they also have to update Z-Order as well).

    To better illustrate this, here are some screenshots from the GameMaker project.

    As you can see here the robot is facing down and to the left.

    And here he is facing up and to the right.

    These are not animations nor is anything rotated, just static images that I have drawn based on a lengthdir_x value from a point on the robots body, and then shuffled their Z-Order (depth) to give silky smooth rotations when you move the mouse around.

    A different game example of this would be the wand in Sorcerobe that orbits the player in this same way:

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    What would be the best way to replicate this behavior in Construct2?

    EDIT: Shoot, I almost forgot, these are not orbiting based on a perfect circle, but rather an ellipse that is shorter than it is wide, which is another property I would like to keep as it helps a great deal with the illusion of depth.

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jwilkins

Member since 17 Dec, 2016

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