RafaelMatos's Recent Forum Activity

  • It's considered a value. Not Null nor NaN, just a 0 number.

  • Could you edit your post to make it more clear which gif corresponds to which code? Do I understand correctly that "Keyboard Is key code down+Trigger once" works fine, but "Keyboard On key code pressed" glitches?

    I would start by checking if these two events are triggered in the same tick. Enable both events and add Browser Log "On key pressed" & tickCount and Browser Log "Is key down" & tickCount. Run the game and check browser console.

    Also, because On Key pressed is a trigger, it may be executed at the beginning of the tick, before some other events in your game essential for wall climbing.

    I edited it. And yes, you understood correctly.

    The trigger behavior is something I din't take in to account. Thanks for the reminder.

    Now that I tested it, I see that both runs at the same tick. I usually use my Input's event sheet as one of the first so I moved it to be the last one and the result is the same and both runs at the same tick.

    Anyways, I moved forward though, I'm even redoing the wall climb/jump mechanic to be more friendly but, yet, I just wanted to understand what is happening. ^^

  • Hi, guys. I'm here to share the experience I had recently trying to implement a dynamic input support for keyboard and gamepad. It's probably a stupidity of mine but I need to understand what happened here so I can learn and move on.

    I basically did all the input events in a different event sheet and then I just exposed all the booleans. I'm not doing anything related to inputs outside this event sheet, this is to ensure that I could easily implement all the different inputs from a keyboard and a gamepad without redoing anything, specially outside the input event sheet. So now It's prepared to create, in the options menu, the key assignments by the player.

    I said all that to make you see that It's not something that I'm doing wrong in the character's movement mechanics events. If I use my xbox controller, everything works fine and always did since I started to work from the ground up supporting gamepad and not keyboard. Now that I've implemented the keyboard, and again, nothing changed anywhere because I just expose all the booleans to all routines in the game, a specific movement stopped working.

    Now that you are aware of it, here is the weird behavior:

    This gif shows the weird behavior of the wall jump

    and uses this code

    This gif shows the wall jump working normally

    and uses this code

    or this one

  • > Finally finished the first playable version. It only has the tutorial. If you are willing to test my game, check out my Itch.io page

    >

    > https://imgur.com/a/mOECf7P

    No keyboard control? Want to play!

    Thanks for the interest. I think I have to support keyboard early on then. I really need any feedback I can get about the movement mechanics since everything depends on it.

    I'll update you here when it's done. ^^

  • LukeW Thank you for your time buddy. What's your Discord? Mine is RafaRPM#1647

  • Finally finished the first playable version. It only has the tutorial. If you are willing to test my game, check out my Itch.io page

    https://imgur.com/a/mOECf7P

  • You could encrypt it, but then all the materials are available in memory, so if anyone wants to steal them they just need to look there instead.

    Welcome to the DRM arms race. It's probably not worth the trouble. Copyright law is a better way to protect your resources.

    Does Steam adds some layer of protection once we upload the game?

  • The exported game has no security at all? Basically anyone can access EVERYTHING in the project. Images, any files in the project like arrays with dialogs, audio, scripts...even plain text I use to create a TODO list and personal notes. How the export doesn't block the access for all of this? Shouldn't be this way I think. Should we find a way to encrypt everything on our own or Steam and itch.io does that?

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  • Currently working on a precision platformer with some encounters and a cool(I hope) atmosphere. I'll post a playable tutorial tomorrow I guess. Any good soul willing to help me with feedbacks? :D The main goal is to get people's feedback about the feel of the movement mechanics

  • Have you tried it in the latest beta? https://editor.construct.net/beta. The fix is not available in the stable channel.

    When you visit https://editor.construct.net you get the latest stable version, in this case r218 which doesn't have the patch that fixes the problem.

    We have just started a new beta cycle, so this fix will take a while to make it to a stable version.

    A word of advice if you decide to use the beta version. Make sure to have backups of your project saved in r218, once a project is saved in the latest beta version it is not possible to open it again in previous stable versions.

    Yes, it's not working even in the latest beta. I always have backups and actually never use beta versions, but this time was an exception so I'm just waiting the next stable release to stop using it in my project.

    I have posted the c3p in the issue tracker as you asked me to do

  • Yes, if all the tiles in the same template position have 100% probability, there is an equal chance for all of them to show up.

    As for the issue, can you open a bug in out tracker? I might have found and fixed a very similar issue but not quite exactly the one you are experiencing.

    Please make sure to provide all the steps that reproduce the issue, that is the fastest way to get it sorted.

    Thanks!

    Just published the bug report. This is my first bug report using github, I hope I did it right.

    It's pretty straight forward. You just need to create the object, create a new brush or use the default brush and set some tiles. Clone the object and see the brush configuration missing

    github.com/Scirra/Construct-3-bugs/issues/4276

  • DiegoM I'm sorry but It's not working yet. I just cloned a tilemap object and all brushes are lost. The R219 update says It's fixed but It's not.

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RafaelMatos

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