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  • no, I mean anything can get stuck on a corner. I just meant try to turn before you are around that edge you will just keep walking into the wall - not actually get 'stuck'.

    you just have to make your obstacles have less 'hard' corners. Make your art have no collision, then just make a generic sprite (fill a box) with solid. And make it's initial invisibility false. round the edges of the collision boxes, then layer them on top of your obstacle art.

  • yeah about 2 years sounds about right.

    as far as the player movement goes, check out this video by one of creators of Dead Cells and how much work went into making the the user experience smooth. youtu.be/LtBNffzWhf4

    good luck! announce the kick starter here!

  • pushing down for me works fine. as long as it doesn't get caught on a corner. maybe look at the collision polygons.

  • -make the bullets 200% larger.. I had no idea I was firing until I really looked close!

    -use health bars instead of a number for health.

    -try making the enemy stop when it comes within a certain distance of the player, then resume if the player gets too far away.

    keep up the good work!

  • dop2000 yeah that was the clamp I was trying to do... I got confused thinking the camera was the player which is why I did Self.X - I meant Player.X

    THANKS! very much appreciated!

  • dop2000 thanks for the help!

  • dop2000 I tried setting MaxDist, it doesn't work for when the player is moving. It works for setting the max when the player is NOT moving. This is why I was saying I think it is the lerp(). When the player moves, the camera lerp is trying to catch up to where the player is, and that is adding to the distance away it is from the player.

    I'm talking about setting an overall clamp... i.e. never letting the camera go past 300 pixels to the right.

    EDIT I think I may have it. I set the MaxDist to 200 and the lerp to 5*dt and that seems to have done the trick. I see now why my clamp() wouldn't work.. :( that was dumb of me! it's early morning here!!

  • dop2000 that is great! (only looked at the second one)

    so you are getting the angle and the extreme of the analog stick...dividing by the MaxDist and making that your clamp?

    one issue I had my original as well is if the analog stick is extended in place and simultaneously the player travels in the opposite direction...the result is that the player goes off screen. On the flip side, when the player moves towards the direction of the analog stick, the player proceeds the camera.

    to clamp the camera while the player is moving I've tried a few things. But I think it may have more to do with the lerp maybe?

    I added this to the Set Position:

    clamp(lerp(Self.X, (Player.X+d*cos(a)) , 2*dt), Self.X-100, Self.X+100)
    clamp(lerp(Self.y, (Player.y+d*sin(a)) , 2*dt), Self.Y-100,Self.Y+100)
    

    I made the lerp a little faster and so it won't go beyond 100 pixels in every direction, but that doesn't seem to be working either...

  • closest it comes to is Chaplin - a cleric/minister/priest etc.. of a religious tradition, attached to a secular institution such as a hospital, prison, military unit or school.

  • WELL DONE! very nice production. I love all the music and the story was really captivating.. it was a little slow at first - but once you went to 'heaven' you had me.

    My only critique would be to add more animation frames for Verm and other characters. Your art is so good, that it was marred by too little # of frames, making the walking animations not smooth and too fast/slow for their movements. (but maybe this was because of the itch.io limitations?)

    My other minor critique would be to have the movement obstacles (or walls) more smooth. It didn't feel good moving Verm around corners, sometimes he would get stuck.. it didn't feel like good movement. Getting 'caught' on an edge is what I am talking about. Since it's not a platformer it should be really smooth movement.

    Your creative use of parallax is just down right inspiring! great job there! Honestly it was one of my favorite parts going into a battle.

    Also seems like a very ambitious project if you are to end up delivering a full game. The amount you will have to implement seems really intimidating! you probably need to put in up to 8-10 hours of gameplay?? or more?

  • you can always get to the center of the screen with system variables scrollx and scrolly

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jobel

Member since 27 Jul, 2013

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