brushfe's Forum Posts

  • Functions seem to have these extra labels on the sides now. I'm sure some users will appreciate them, but others (myself) find them unnecessary visual clutter.

    (They're also designed poorly IMO... one is in parentheses, the other isn't; one uses a symbol instead of the word 'return', the other uses words; one is in sentence-case, the other is lower-case.)

    In my case, I use comments and naming systems to organize functions. And the fewer words in event sheets the better. I realize this is a style thing, but it feels similar to the "Take a break every two hours" warning, which was also a style thing, so I thought I'd ask if it can be an option.

    (And apologies if this should go on the suggestion platform, it didn't seem a big enough request, but let me know if I should move it!)

  • The dark mode / night mode feature on the forums is fantastic, but it causes some shock when you navigate away from the forums in a dark environment.

    (Sections like the Tutorials, for example, are still white hot.)

    Is it possible to apply the dark mode setting to all of Construct.net?

  • Does it matter that you wrote positionToTile"X" twice in your code? Is the second one is supposed to be positionToTile"Y"?

  • This is tons of fun and full of charm! The writing and the art really make you want to take care of ol' Bob. Fantastic work!

  • (I'm not sure whether to post this on the Suggestion Platform or here, since it's a Timeline suggestion but Animate seems like it has its own suggestion platform here.)

    Can the timeline work in frames as well as time (or instead of time?)

    Games that have specific actions at specific sprite frames (fighting games, etc) and 8/16-bit sprite games would benefit greatly from building by frame vs 0.016 of a second. See attached for a quick example.

    Or is this is already possible and I've missed it?

    EDIT: On the topic, switching "Steps" to "Frames" would be a good idea, especially if you're getting into the animation world with the timeline.

  • Hey, congratulations to you and the team! This was a ton of fun! And a particular shout-out to how well you balanced the difficulty. Every stage felt very well crafted, the progression of skills & tests was great, and the controls were tight. When I died, it never felt like the game's fault, which is a great sign of a fair challenge.

    That last room was a killer, too! But 355 seconds and 15 deaths later, I'm certainly looking for more. The only thing I'd suggest is looking at the separation between platforms and background; the grey-on-grey was tough sometimes, especially when you're concentrating - I was surprised to hit a few walls.

    Excellent job to you all!

  • One more suggestion similar to Tarek2's idea - I find the EasyStar behaviour is phenomenal for tile work, distance, etc. If you apply the behaviour to your tileset, you can use it to find a path between the origin and target tiles, and the calculate its length using the "PathLength" property. I think it uses the a* that WackyToaster mentioned, too.

    construct.net/en/forum/construct-2/addons-29/behavior-easystar-js-96215

  • There's a property in the Tilemap called "PositionToTile". Check out the Tilemap entry in the manual, there's all kinds of important techniques you can use to go back and forth between Layout and Tilemap coordinates.

    In your screenshot, if you use:

    Tilemap.PositionToTileX(Player.X)

    Tilemap.PositionToTileY(Player.Y)

    That will use the Tilemap tile XY instead of the Player's layout XY.

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  • This looks like it has a lot of promise! I hope you continue working on it.

  • It's so great you bring this up! The typewriter plugin is exactly the kind of thing C3 should do so well. It's something so many types of 2d games use in different ways, but it is missing some essential features.

    I'd added my thoughts on what's vital in this post:

    construct3-21h2.ideas.aha.io/ideas/C321H2-I-38

  • Sure thing! The important thing to remember about Event Sheets is that they're processed over and over, from top to bottom, in a never-ending loop (and dozens of loops per second).

    In your screenshot, for example, if the user is holding "down", the event in the red box is triggered every tick. Meaning around 60 times per second, the "crouch" animation is being played - from the beginning of the animation, which is why you're seeing it stuck on the first frame.

    In the screenshot below, you can see the "Duck" animation only starts playing if it's not playing already. So the user can hold the down key as long as they want, but the "Duck" animation will only play once, and play all the way through.

    Let me know if this answers your question!

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  • This is great! The concept is awesome and the levels are really cool — they feel like Super Mario World levels in a pinball game.

    I really want to spend more time with this and finish it!

  • I think you can simplify your events to have more dependencies, rather than a series of individual events.

    If you use what arrow key is being held down as the main condition, you can modify the actions a little easier.

    For example, below, you can see if the right arrow is being held down, we first check if the command key is held down, and then set the animation accordingly.

  • It looks like you're starting the animation over every tick.

    Your code says "Every tick, if down is pressed, start playing the crouch animation at frame 0."

    I think you only want to play the animation if it's not already playing. Try adding an "is not playing crouch" to your sub-event next to "is on floor".