BluePhaze's Recent Forum Activity

  • Nimtrix once I can get C2 to stop crashing everytime I alt+tab in the latest build I will test it. Thanks!

  • Are you talking about object or images? 10 objects is 10 objects regardless of what image is used. This is separate from 10 objects using the same image and 10 copies of the image being included in the game files. C2 with one of the recent updates will look for duplicate images and remove duplicates and have all objects use the same image from the sprite sheet.

    You have to remember that the image an object uses is separate from the object itself. The object is a logical unit used for behaviors, the image is another object that is associated in order to show a visible representation. The image does not have behaviors on it, the object does.

  • Just installed R135 and this reproduces for me as well which makes it pretty much unusable. Launch construct, press alt+tab and it crashes. Ashley any chance for a quick interim build to resolve the alt+tab issue?

  • RookieDev the size doesn't matter, SPriter keeps track of each image and where it moves to. It is just XML in the back end saying take this image and move it here over this amount of time. Spriter is a huge saver on file size as well since you don't have a separate image file for each frame. Just the same image files moved around.

  • jayderyu I can't find a touch release or touch end event that lets you specify which object is being released. The end touch events seem to be any touch, or nth touch. Not specific to an object which is what I really need in this case. Then I could do something like on touch end, start timer, and if touched again before the timer runs out trigger the run.

    I will try to implement as close to what you have suggested as I can and see how far that gets me.

  • I would prefer a double tap option on the walk buttons to toggle running, but that has not been as easy as I thought. I used some examples from the forums but they are more generic and allow touch anywhere on the screen instead of double tapping on a specific control. If anyone has implemented walking/running on platform with touch events please let me know, I would also love a slide/dash option as well but that is not required for this game, just nice to have.

  • Hello All,

    As part of my ongoing development on my upcoming game I am trying to work out some touch controls. The game is a platformer and has the following features that will require some type of UI touchscreen control scheme:

    Basic Platform Movement (Left, Right, Jump)

    Fall Through (Press Down to fall through jumpthrough platforms)

    Run

    Double Jump

    Wall Jump

    Change Form (There are three different modes/forms the character learns during the game)

    Action/Attack

    Most of this is for the most part easy to do, the issue I am running into here is really on implementing the run option. When using the keyboard I simply assign a button down event to double the maxSpeed of the character and change the animation to the Run animation. However, I am finding it harder to do with a touchscreen control setup. I do not want the player to have to hold down multiple buttons as that is very difficult on a touchscreen game. My thoughts are to do one of the following:

    1. Implement a double tap on the left/right movement buttons that starts the run. (I am trying to find a good way to do this using a state variable and a timer).

    2. Implement a toggle button on the screen that if it is pressed while moving it will double the walk speed and change to the run animation. This one has been a bit difficult.

    The difficulty in both of these seems to stem from having to use the on touch simulate platform left/right events to get the initial movement working. I believe this is overriding everything else. What I tried at this point is having a global variable called "running". Normally this is set to 0. If they touch the run button while they are walking (Holding the left/right touchscreen buttons) it should set the walk speed and animation accordingly however this does not ever seem to work.

    My assumption is that since the touch left/right button events are written as "Is Touching button > Simulate Platform Pressing Right" that it is overriding anything else I try to do to the movement. Below are some of the various schemes I have tried while working on this, none of them seem to do what I want.

    The base movement updated with touch events and keying off the running variable:

    <img src="http://dl.dropboxusercontent.com/u/10285716/ConstructSampleScreenshots/MovementTouchUpdate.png" border="0" />

    The touch events

    <img src="http://dl.dropboxusercontent.com/u/10285716/ConstructSampleScreenshots/PlatformTouchEvents1.png" border="0" />

    And Another option trying to detect when they let go of the left/right buttons to deactivate the run:

    <img src="http://dl.dropboxusercontent.com/u/10285716/ConstructSampleScreenshots/DetectReleaseOfTouch.png" border="0" />

    ALso here the updated double jump logic to take touch into account as well, this works just fine it is just to illustrate how I am integrating keyboard and touch into the same project:

    <img src="http://dl.dropboxusercontent.com/u/10285716/ConstructSampleScreenshots/TouchDoubleJumpLogic.png" border="0" />

    The jumping, double jumping and even the wall jumping all work as expected with touch, but the run does not work at all. Once in awhile I will see the character start the first frame of the run animation when the run button is touched while walking, but that is as far as it goes. It reverts right back to regular speed and walk animation. The various variables used in the events are pretty self explanatory based on their names, but if anyone needs clarification just let me know.

    Thanks,

    James

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  • You could also just use something like Spriter to do this as it is free currently. You take the sprite pieces, then import them to create the animations with all the pieces.

  • spongehammer Nice, have you had any issues with it in terms of stuttering or jitters when you play fullscreen on different devices or computers?on different devices or computers?

  • Hello All,

    I am currently working on a platformer with a focus on exploration sort of like a metroidvania style. I have been experimenting with different ways of implementing scrolling to try and make it a smooth process across different devices and computers. I am looking to see if anyone has done any testing around different camera/scrollTo methods that you have found give the most consistent results. Below are the options I have tried and most of them seem to introduce varying degrees of background stutter depending on what device they run on:

    1. Simple applying the ScrollTo behavior to the character object. This works great but shows way too much below the character. You have to create really large sections for flooring, etc... if you don't want the player to see what is below them This is mainly due to the character being centered on the screen when scrollTo is applied to them.

    2. Pinning a "Camera Sprite" to a position above the character. The Camera sprite would then have the scrollTo behavior applied to it. This seems to introduce a good amount of stuttering randomly. Especially when parallax is used for background layers.

    3. Using events to position the camera sprite above the player, and then using the Scroll To action to scroll to the camera sprite. This is all of course done every tick. This seems somewhat smoother than the above option, but when testing on other computers it seems to introduce random stuttering of the background.

    Has anyone played around with the above options or found another option that works better? My goal is to have the scrolling of the layers as smooth as possible and also allow for some flexibility as to where the focus of the scroll is. What I have found so far is the best position seems to be about 150 - 200 pixels above the character. Combining this with adjusting the jump strength helps to ensure they can't see too much below themselves, but can still see the ground when they jump.

    I am open to any better ways of implementing the scroll to/camera behavior to allow for control and smoothness. I have multiple layers though only about 2 or 3 of them have parallax applied to give varying degrees of depth. All other layers are either at 100,100 or at 0,0 for the HUD.

    Thanks!

  • Tutorials, Manual, etc... the normal stuff. No matter what type of game you want to make, the first step is getting good with the tools. Welcome to the community!

  • alexwdara without seeing your logic/events it is hard to guess but I would say you need to add a for each condition above the logic that turns the bullets.

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BluePhaze

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