Tokinsom's Forum Posts

  • Eh..? Should I post a .cap?

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  • How do you make a platform character effectively jump, fall, and land using the custom movement behavior when using timedelta?

    I've come up with like 3 different ways to implement gravity & pixel perfect landing, but every time I add timedelta it gets messed up (the player sometimes lands 1 pixel above the ground, hovers there for a bit, then falls down..or lands inside of the platform) I've tried collision offset, floor detectors, loops, and none of it works once timedelta is added.

    I would greatly appreciate some help with this. I've already wasted all morning trying to figure this out

  • Is there any way to get an object with the physics behavior to interact with non-physics objects such as a sprite with a solid attribute?

    I'd like to add physics objects / particles to my platformer, but it seems I would have to make every platform a physics object and well, I would probably get 2 FPS if I did that

    I could try to make a custom 'physics' behavior using events, but that could get messy

  • You can make a new variable called "next level" and each time your player's exp is greater or equal to it, set the exp to 0 and "next level" to itself * 1.25 or something.

  • I think you watch too many inspirational videos.

  • <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/foggycavesnscanlines.png">

    Foggy caves and fake scanlines

  • Same thing happened to my bro's 360 a couple of days ago XD We were watching a movie a BEEP - checkerboard pattern on the screen and RROD. Fired it up the next day and it worked. I guess it lets you know something's overheated, but not necessarily fried. He has some fan attachment on it too..so much for that.

  • Level editors help because I used to use Tiled then export these giant images for use in Construct (probably the most retarded thing I could have done.)The empty space was hogging up a ton of VRAM.

    Put it this way : 10 levels using giant images racked up about 20mb VRAM, and the more I added the higher the VRAM went. 10 tilesets for use in my level editor racks up about 5mb VRAM, and because I'm re-using the textures I can make an infinite amount of levels / gigantic maps with no increase in VRAM. Also, Tilesets & BGs are global and kept in another layout, and are discarded when not in use.

    You could use sprite objects/import frames/ change starting frame, and use the built-in editor. That will have the same affect on VRAM as a level editor would, but then your game will run at 10fps and it will take around 5 seconds just to place or delete a single tile once the map gets too big.

  • Never bothered with sub-animations myself, but if they don't work out you can use animation angles instead. For example..

    For Standing/Idle/whatever:

    0 = Big mario facing right

    180 = Big mario facing left

    1 = Small mario facing right

    181 = Small mario facing left

    2= Luigi facing right, etc.

    This will drastically cut down the amount of events for character/type animations. Works better in MMF because of the direction clock thing, but whatever

  • I agree with pretty much everything on that list.

    Edit: Eh nevermind I need to quit talking shit about MMF

  • You all seem to be forgetting multimedia fusion 2, they already have flash exporters, and are finishing the html5 and iOS one (which will almost certainly already be available by the time c2 is released).

    The interface is very similar, mmf2 is way better supported, with a huge community and tons of extensions, more exporters and has matured very well along the years, to the point that it's 99% bug-free now.

    As someone who's used Clickteam software for years, all I have to say is...

    Whoopdie freakin' doo. I still prefer Construct

  • So everything is still framerate dependent then. Hmm. Ehh how do I put this.. I need the effects of time delta, but without the random variation and floating point values. Is there any way to do this?

    Using timescale breaks my platform engine, makes movements & scrolling 'jaggy' because of the floating point values (round() helps, but then the movements become very inconsistent) and causes objects to not move to the precise location I want them to (random variation causes them to be a few pixels out of place.) That's just to name a few..

  • I'm working on a new game with a very small resolution and a custom platform movement. I honestly don't think it's going to work out with timedelta; I need consistency and pixel-perfection aka INTEGERS. According to the wiki, "Override Timedelta" is what I'm looking for.

    That said, what's the difference between Override Timedelta and simply not using time delta at all? Does Override Timedelta provide frame rate independence at the expense of "reducing the quality of your game"?

    I'd appreciate if someone could shed some light on this for me. Thanks!

  • If you have more than one object in a family, family.count will only give you the # of instances of one of those objects. All I can think of is adding up the object.count for each object in the family.

  • I will also note (in case this comes up), that this is not at all like the free beta of a game. Construct is a tool for producing things. As such, it's value (or enjoyment) does not come from the act of using it itself, but primarily from what you produce with it.

    I disagree. Construct can be just as fun to use as the game you make in it Maybe that's saying I need to make my games more fun. ANYWAY. I don't see why you're still giving Scirra a hard time about the licensing models and such. It only slows development as they have to further explain something that's been said 100 times now. Nothings been completely set in stone yet as far as I'm concerned..just give it time.

    So yeah.. Great update! Keep it up!