Prominent's Forum Posts

  • I like this. The controls felt just fine. Since the mechanics are simple, it probably would be difficult to get the controls wrong. I didn't notice anything unusual with the ropes.

  • Sure, maybe someone who has used stencyl will chime in with their thoughts.

    Also, after you try Construct 2, it might be helpful for others if you post what you found good/bad about it in relation to Stencyl in-case others are interested as well.

  • I noticed your game uses a lot of effects. I remember someone mentioning once where a shader would become increasingly out of sync the longer the session. I'm wondering if the shaders are contributing to the jank you're experiencing?

  • You could spend a week trying the free version of Construct 2, and then you'll be able to compare it to Stencyl. That way you'd have hands on experience rather than just listening to what people say. Free version has some limitations, but you'll be able to get a feel for things at least. I haven't used Stencyl, so I can't really provide any comparisons for you.

  • If q3dmaster is set to global, when you change layouts, models that have an offset will get the offset applied again- so they end up misaligned.

  • Thanks for the info NotionGames , I should look through the keyboard shortcuts more often.

  • Ashley , can we get a button that runs the game from the starting layout? It's annoying having to search through the project, open the starting layout first and then hitting run just to be able to run the game.

    The reason I don't want to run from the last opened layout is because my project uses global objects, which are created at the starting layout, so I need to begin the game from the start every time. A unique button to accomplish this would be appreciated.

    edit: or maybe a property somewhere that can be set if not a button.

  • Also, here's a suggestion. Why not add some offset values to load the tiles at a position other than 0, 0.

  • Yea, there needs to be a link on the website. Why there isn't one I have no idea.

    Chromium 43 is where it is fixed.

  • R0J0hound , ah! thanks. I was able to apply those concepts to my project, and it's working now!

    Just curious though if you know, why would the collisionImpactY return 0 if rotations are prevented?

  • R0J0hound , I just noticed that if both objects colliding have prevent rotation set to Yes, the collisionImpactX and Y always return 0.

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  • The elevator/moving platform thing, i just did that by giving it a high mass & directly setting velocity, there didn't seem to be any problems with deflection on impact, & when it stops moving it's set to immovable.

    That method places limitations on what I can do. I'm trying to find a solution that maintains all the physics qualities but can cancel out forces from specific objects.

  • R0J0hound , post collide only triggers once I think when it first collides, but if the player is standing on the elevator, the elevator would need to continuously negate the forces pushing down on it. I tried anyways, but elevator just gets pushed down.

    I also tried the foreach collision pair, and seeing if I could negate forces, but didn't have any success with that.

    I've also tried using another object to position the elevator to as a way to keep the elevator from moving, but then it causes objects to sink into it. I assume because it is still getting pushed but the position becomes reset.

    :

    edit: also, another reason not to use joints is if the elevator must change direction while moving.

  • R0J0hound , I tried setting the mass to Infinity, but it causes errors related to collision stuff. I'm not sure why.

    I also thought about using joints, but I'm not sure if it would work the way I want it to.. I was going to see if I could add some action to discard the effects of a collision on a chosen object, but wasn't sure where to start. Is that something even possible?