Jase00's Forum Posts

  • Hmm, I did try making a physics platformer using Construct Classic a very long time ago, but the main problem I ran into was traveling down slopes. How would I keep the player firmly on a slope as it travels down it as a physics object? The platform behaviour in Construct 2 handles slopes perfectly :P

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  • Hello :)

    So, there's a platform movement, walks along solid floor and up slopes and whatnot, and I decide I want to add physics. I give the physics behaviour to the player and the floor, and I make some box sprites to test collision. Now, the player vibrates when he's landed, and the box sprites behave nicely, and the pushing collision isn't so bad when the player touches the boxes, but then I wonder,

    How would I perfect the collision with the box+player?

    How would I prevent the player from vibrating up and down on the ground?

    How would I allow the player to be able to stand on the box? (Setting a Solid behaviour stops the player from being able to push the boxes)

    Thanks very much <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Sorry to bump this but, I was going to ask the same thing and I'm unable to find this predefined way. Care to share? :)

    Also, does it have collision so it bends around other physics objects?

  • ------------------------------------------

    Hi Jase,

    We're making GPU accelerated rendering a priority in our 1.7 branch, no ETA yet.

    Best,

    Adam

    ------------------------------------------

    ...I wish I got best regards and not just "best" lol

  • Thanks for all the information everyone :)

  • Hello!

    Maybe I'm just stupid, but, after running a simple game in Firefox, Chrome, and then exporting as ".EXE" (Which, if I'm not mistaken, is basically a skinned down version of Chrome).

    The FPS I SHOULD be getting is 75fps

    Firefox fluctuates between 50-60fps (oh well)

    Chrome maintains a perfect 75fps

    .EXE gives 40-50fps?

    I know that .EXE is experimental, I lurk around and try to find the answers on my own, but I'm so curious, why would a pure .EXE export powered by chrome be slower than the actual Chrome browser?

    Again, maybe I'm just being stupid... <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Hello!

    I have made a largish tile-based map, and wish to expand it to the left slightly. I made the layout bigger and selected all the tiles and moved them, which when letting go of the mouseclick, causes the tiles to end up misaligning, which is a problem because with the tileset I use, causes white gaps and looks bad D:

    Any reason why this happens? Is it a known problem? The grid option is off just incase that's important.

  • Wouldn't placing a layout at the top of the project that instantly loads another layout that you pick be a good idea?

  • You can use angled box for tiled background? Didn't know that, will be useful!

    The collision for the circular sprite is perpixle, so the bottoms are rounded off :P I'm not quite sure why it's jaggedy whilst moving along a slope, I thought at first it was the sprite moves and doesn't stick to the ground and is actually floating and falling a bit, but I realised that isn't the case since you can go at immense speeds and it remains stuck to the ground.

    Not sure what to do about this :(

  • Thanks :)

    Wonder how gtouch1 is doing with AI now.

  • How could one go abouts moving a sprite along a 15 degree or so slope using the platformer behaviour without it vibrating badly? Using a Circluar sprite with perpixle collision on a slope with bounding box collision iirc. Thanks in advance <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Pecek

    ? D: I'm terrible at explaining, so I guess you misunderstood me. I know how AI works, platforming works, keyboard and controls and stuff works, BUT I was try to figure out how to make a behaviour with platform movement move on it's own (WITHOUT PLAYER INPUT). If I made a custom platformer movement, I wouldn't need to ask this question :P But I'm using platformer behaviour because it's collision detection is awesome (From what I'm experiencing :P)

    aznmonkeyboy

    Sometimes it's pretty easy to make Platforming AI, but when it involves a lot of pathfinding, it can be really agrivating. >.< I suppose it's similar with top-down games in a way XD

    R0J0hound

    Awesome, I'll try that out. Never touched that action, I'll fiddle with it :P Thank you!

  • Heey guise!

    When using the platformer behaviour, how would one make the Sprite with this behaviour walk left/right on it's own?

    Want to make multiple enemies that share the platformer physics and just haven't been able to find a way to simulate left/right being pressed in the behaviour.

    Thanks in advance!

  • Awesome, thanks! Now how would I go about making animations using this method? Hotspots? :)

  • I really would love an answer for question 2, as I can't progress with my engine until I decide the routines on collision. I don't expect anyone to hold the answer, but maybe past experiences using different methods and how they turned out ;o :)