RafaelMatos's Forum Posts

  • If certain condition met then it will take action for instances that picked based filter parameter.

    I'm not sure if you got what I mean. My question is: If a trigger event happens to be triggered by different instances of the object in the same tick, internally, will this trigger work like a loop? or will it be triggered one by one for each instance? And my ultimate question is: do I need to use a for each instance loop after a trigger or It's certain that the trigger will always bring one instance at a time?

  • In case the same trigger happens multiple times at the same tick for different instances of a family object, do this trigger get all instances at once and runs for each of them or the same trigger runs separately for each instance?

    This is an old question of mine as I don't see this explanation on manuals, I never know If I need to use a for each after the trigger to ensure I get all instances or not

    Thank you!

    Tagged:

  • A vendor guy I did for the asset that I've just released on my Itchio page ❤️

  • I'm working on a small side project that is a mobile game. It's a 'knife hit' style game, but with obstacles. The overlaid menu is a little system I've created to help me build all the levels. There area some bugs, lots of missing graphics, audios and other stuffs but It's getting there :P

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  • Assigning index to all the menus work fine for me. It only triggers if the index of the current active menu is equal to the index that the button is holding. Also, the new hierarchy feature is perfect for handling UI stuffs. If your UI is not dynamic, you can create everything in a starting layout and spawn the menu on demand using "recreate initial objects" action. Even if your UI has dynamic elements It's still very usefull because you have the rest of the static elements already created to serve as reference for the dynamic part.

  • By adding space between tags i.e "tag1 tag2 tag3"

  • Congratulations, mate. I see you've come a long way. Two years, right? I hope you make it and the game becomes a success. GL

  • LoGuz I'm glad you like it! I'm actually not worried that much about browsers compatibility because it won't be a browser game. I've published as html5 because I wanted to get quick feedbacks. I've being done some progress but It will still take a while to get more things to show. If you are willing to, follow me on twitter https://twitter.com/RafaRPM_

    I've played your game. For a first game It's nice. The ghost idea is a good addition. The controls feels off, maybe tweaking adjusting the platform behavior parameters would be good. However, for platform games, getting the feel right is tricky because you have to go a lot further from just adjusting the parameters. Before doing that, you may want to do a quick fix on the collision boxes, most of them are all miss placed. I noticed in the Versus mode that the character controls are quiet different, due to that, I couldn't reach the same platform from the solo mode. Also, both respawns are accessible from the start, which means I can shoot the other guy without moving from my spawn location.

    gl buddy

    Tavo81 Impressive animations, mate. You got some skills.

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    The platform behavior is exceptionally complex and has dozens of extremely complicated and awkward edge cases. These kinds of reports never seem to end no matter how much work we put in to refining the platform behavior.

    We already know the outcome of this. Nothing will happen. However I've had a slightly hope that, since this feature is so important, we could actually see some work around the problem.

    As ever if you think there's a problem please file an issue following all the guidelines.

    If I think? You've already stated the problem above and that this is a known bug for so many years. This is even disrespectful asking me to file the issue IF I think there's a problem. You already know the answer and this is sad.

    I'll have to do a lot of work around these bugs generated by the behavior to make this work, the same I'm doing for the moving platforms with solid behavior.

    This is frustrating, specially because Construct is very expensive in my country. Anyways, I won't extend myself anymore, a lot of people know how 'flexible' scirra is.

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    BadMario WackyToaster

    I think we need Ashley to tell us If this is a known limitation or just a bug that will be fixed, If so when? Would be great to hear from him before spending hours making something to work around the issue or even giving up this feature in my game.

    I suppose that´s one of those cases where the movement causes the cubes to "skip" over detecting the collision within a single tick. Like very quick objects that can phase through solids.

    I do think this should be corrected since moving platforms aren´t exactly some rare edge case, it´s one of the most basic platforming staples.

    Exactly. And It's just regular speed, not even close to be considered too fast that could justify the behavior. And the cubes have the default values too.

    When the platform is moving It starts to fail in detecting collisions. How come this behavior with more than a decade still have bugs like this? Am I tripping or It really is a bug? If so, could we get a quick fix if possible? It's really harming my project.

    c3p: drive.google.com/file/d/1Gqy-JEXB8FzOjKPu55WCwkkqOaxE0UR5/view

    It happens in both versions, last stable and last beta.

    Ashley

  • Sent you some feedback over Discord

    Working on some environment stuff

    Thank you, Luke! And incredible art as always. Do you plan to implement 'particles', leaves and other things in the environment? I believe the world would be even more immersive.

    Lumicreative.com Hey, buddy. Thanks to your comment, I got an overview again of what I was doing and finally found out why those unintended movements that I mentioned to you occurred. So now the character automatically sticks to the wall again. The jump on the wall is also better, you just need to be close to the wall.