enyon's Recent Forum Activity

  • 137 views and no response BUT IT CAN BE DONE! :P

    example: t.enyoneugenius.net

    Make platform to follow your touch correctly on circular ground. :)

  • Your deceleration slows you down to quickly. dl.dropboxusercontent.com/u/71343504/construct2/AngeledTrampoline.capx

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  • So I am experimenting little bit with touch controls.

    background: game is gravity side scroller (you are running around circular planets) trying to get to other planets.

    I was thinking how to make control such that player will move (or go by itself) until it gets to closest point you touched on screen.

    My idea was to use half circle objects that will rotate on the screen with player. But that only kind of works only until player is in the centre of the screen.

    example: dl.dropboxusercontent.com/u/71343504/construct2/TouchScreenControlTEST01.capx

    Next I was thinking if it was possible to calculate function y = k*x + b(where player would be 0,0 of the grid and his up angle would the parameter k) so that you can test if b = y - a*x is zero(x,y are coordinates of the touch). It it is more then zero player would be pressing left until it is zero, and if it is less then zero, player would be pressing right until it is zero. But I could not get this working correctly (even for the half of the screen).

    <img src="https://dl.dropboxusercontent.com/u/71343504/construct2/touchfunction.jpg" border="0" />

    Do you have any suggestion, ideas?

  • Yes you can set them to platform and turn off default controls(in properties panel). Then you can set up event where you compare position of your enemy to your player and trigger event enemy simulate pushing left/right/jump. (I assume it is side scroller) And maybe there are some tutorials how to make more intelligent UI.

  • Thank you

    That works perfectly with my trampoline, now I don't have random jumps.

    Sound on landed if vectorY is more then 180 works perfetly if you land on box(jump trough, platform) but only very occasionally works when you land on planet (solid).

    Update:

    Setting global variable falling = 0, change to 1 when vectorY is more then 200 and if vectorY is then less or equal zero wait 0.1 and change it to 0. (Without wait it would randomly not work as well.)

  • So I have some problems... Because my planets are circular (the collision mash is about 12-16 side polygon) and gravity always change, the value of Platform is Falling is often true when I am walking for a millisecond and that cause problems, like playing sound on landed like crazy.

    Any idea sqiddster

  • Sulli Yes US style college, but curses are shorter then for University and you end up only with diploma/certificate, not title.

    valdarko That is what I think, when you are on the tip of the collision polygon it does not work properly. But how else to do it if you want circular planets? Plus I add another object - Hills I pin to planet.

    Plus is there a way to get value of some object in scene based on their UID? (If you have more instances of the same object in the scene. When I do Set Variable1 to Object(1).X it does very strange stuff.)

    This forum missing crossed text. Underlined text above is wrong.

    Actually Object(1).X works perfectly, I just missed some condition I made earlier. Just you have to remember in which order you put the same instance of the object in, because I don't see that number anywhere.

  • Sulli

    Class is called Game Conceptualization at my college. Construct is not generally part of the class, we will be graded based on the concept of the game/level not the functionality in Construct since they will show us only basics of the program. But what I am doing is a tiny bit extra. <img src="smileys/smiley1.gif" border="0" align="middle" />

    (Its basically our instructor initiative to add Construct to lesson, extra to the curriculum.)

  • I am posting .capx file as I am prototyping the gravity of my platformer. I have 4 more weeks to finish functioning level for my game concept class.

    What I have problem with right now is that with my platform not always jump on first press of key up button. Even worse when I try to use pin on platform to stuck it to rotating planet while not moving.

    Also any other ideas are welcomed.

    It is gravity based platformer / puzzle game, where you jump from (generally circular) platform tu platform, sometimes moving/using object like ladder or trampoline + waiting for right moment as the plants rotates.

    dl.dropboxusercontent.com/u/71343504/construct2/Text_SingleFile.capx

    ( .capx updated to link with single file )

    Here is an overall idea:

    enyon.deviantart.com/art/2D-Platform-Game-Concept-V0-1-373180890

    Seems my image and links to tutorial got cut off :/

    I am using tutorials from these guys sqiddster TehChikenHater

  • How I got it working so far. For everyone who will be wondering.

    dl.dropboxusercontent.com/u/71343504/construct2/GravityBasedPlatformer.capx

  • Thanks for tutorial spiddster, after dozens keywords google found it :D

    scirra.com/tutorials/273/how-to-make-a-gravity-based-platformer

  • Oh great, yes almost exactly what I mean. Nice game btw. <img src="smileys/smiley32.gif" border="0" align="middle" />

    I have a school project to come up with idea and make functioning level in next 6 weeks that we are building in construct. Never used construct before and instructor wasn't sure if this is possible. Thank for reply guys!

    Now helpful would be explain how to get this kind of gravity?

    What I want is that you have to move objects sometimes in order to get higher stand and be able jump from platform to platform - to reach the gravity of the other platform.

    Thanks.

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enyon

Member since 21 May, 2013

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