brent_hamel's Forum Posts

  • In my current project, I have the ability to slide in place, when you hold down and press the jump key (I'm using platform behaviour) the player has control removed and is moved, with an automated system, a set distance. At any point, however, the player needs to be able to hit the jump key again to jump straight up, cancelling the slide altogether. I've got everything working, except one thing. For whatever reason, Construct seems to like to see the first single Jump press as a trigger for both the slide and the cancel, thus holding down and pressing jump makes the player jump... But it only does this the first time, when down and jump are pressed again, the player slides properly. However, if the slide is left to finish on its own, then the next time the player goes to slide, they'll jump first and have to trigger the slide again, but if the player cancels the slide, then they will slide properly the next time on the first try. I've spent 3 days trying to work this out and have gotten no where, any help would be GREATLY appreciated lol.

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  • SOLVED - it seems that having the angle range set to 360 wasn't good enough, the second I set it to 720 (don't ask why I thought to try this) it seemed to work properly

  • In my engine, I've got the player_obj using platform behaviour, and then I've got the enemy_obj using platform as well, and LOS. Everything works fine, except for the LOS, it only seems to see the player when the player jumps into the air. Any ideas? It doesn't matter what I do with the obstacles within the LOS behaviour, it still only sees the player when they jump...

  • I want to use TimeDelta to subtract from a private variable as a timer, what is the best way to impliment this?

    Nvm, solved it myself, if I use Always and then subtract an amount * timedelta it seems to work

  • Already been there and done that I'm afraid, I'm almost positive it's the wait object throwing off the picking. I'm thinking of maybe having a private variable for the object that acts as a count down timer instead. More work for me but hopefully less buggy.

  • Ok so this is somewhat unrelated to the platforming mentioned in the title, but it's part of the same project, I have an object that performs certain behaviours that are timed with delays when the player has entered LOS, yet, when there are 2 instances of that object on screen, if only one has LOS, it will perform actions such as frame changing and msgbox by itself, yet other actions, such as setting horizontal speed or spawning objects get performed by all the instances...help? Is this some kind of picking error? Or does the delay plugin screw up the way construct performs certain actions?

  • I tried your numbers and they work great, I just had to double them because I'm doing everything 2x as large. I'm still not sure how to get sliding working though. That one is definitely kicking my $$

  • wow, thank you so much for sharing!! I'll try this right away!

  • Oh wow, haha, well, I'm using the built in platform behaviour, and I really need to get the movement speed, jumping, and sliding right, any suggestions on numbers for those?

  • Greyspot - you're demo feels pretty damn close to the way it should, I'm very curious how you got everything working, I'm certainly willing to give credit if you're willing to help me out a little. I'm pretty stuck lol. I've been busy working on enemy AI and am just starting to tackle the feel, and to be honest, I'm not looking forward to it.

  • I'd forgotten about Deadeye's .cap, thanks for the reminder, and also I've found lot's of mega man X engines out there, but we're making an old school mega man fan game. It's actually for a mega man perfect runner on youtube lol, so we REALLY need to get the feel right for it.

  • I'm definitely using platform behaviour, I really don't know enough to be able to work with the custom movement behaviour, I'm a guy that fails at friggin QBasic lol. I was just hoping someone had some ideas on a good way to compare the platform behaviour with a pre-existing mega man engine to try and match the numbers (speed, accel, decel, jump, fall, gravity... blah blah blah) thank you for the input, I may just have to keep fiddling and hope to zero in on it

  • Is there a way to measure rom numbers? Or any kind of good way to compare the platform engine to a rom so I can try and match the gameplay feel? I'm really struggling here and any help would be massively appreciated

  • I'm just curious if anyone has any ideas as to how best compare a pre-existing platform game, with the platform engine in construct. Me and a group of friends are trying to make a Mega Man NES fangame and we want to get the feel as close as possible. Any suggestions?

  • Collision Mode is perfect, I completely forgot about it. For anyone interested, I'm keeping the collision set to none except for the actual button press for block removal. When the key is pressed, it sets collision to bounding box, and then checks for collision and removes the block if its there. Thanks Newt, its working great so far