VertexZero's Forum Posts

  • Thanks 99Instances2Go indeed its simpler, but I still face the same problem:

    Shake works only on one solid but not on both.

  • ah that could be a good solution!

    What I do is

  • Those features are not useful for me for pc par exemple. In studios I have both experience with Unity and Unreal, and to be honest most of the time Unreal wais updating with features which are often more necessary for game studios or which make life easier. I prefer seeing how paying for C3 will upgrade how I work.

    Annual subscription is not bad at all. Personally I'm ok with either way.

  • Hey guys, I hope this was the right place to ask, but I'm having a not intended result with an event.

    With one of the animations frames of an animation I trigger a screenShake, and same screenShake is applied once the character lands.

    It works great, only problem is that is not working in the whole scene.

    I'm using for testing two objects with Solid applied. But shake works only on the solid in which the character is at the Start of the layout.

    Any ideas?

    Thanks in advance!

  • We understand Ashley,

    but like I mentioned it in another thread, would've been (from my point of view) nice to have updates of new features instead of graphical upgrades to the interface, which is of course great too.

    I don't personally have a problem with either the subscription model or the features Scirra showed, but I would like to see, specially day 1, new features that would help game dev.

    Again, I mentioned it earlier, but personally I'm one of those that would be ready to pay for exporters for consoles and other. My primary goal is not to release for mobile and so I would prefer to see features for pc and consoles instead.

    With all due respect, is was kinda messy, but I'm curious to see what you guys will announce.

    All I can say is that Scirra in the past delivered great updates, patches and in overall a great software so I'm expecting the same level.

    Thanks!

    Is not the price that worries me, neither the fact is browser based.

    So far I was expecting to see functionalities that would surprise me.

    Per exemple, at every update Unreal delivers fantastic stuff. So I was expecting something similar. To see more functionalities.

    New plugins or behaviours or anything that would help me in the future.

    So far C2 is great at doing what it does. I'm happy to be able to build up a game without having to learn a whole programming language. I'm a 3D artist (my job) so I cant afford to spend so much time learning new tools that are too complex and would make me spend too much time on dev, so Construct is by far the best option.

    So here you ask me to pay per year, I say no problem, your updates are usually really good and everything is fixed.

    But if you want me to support and buy new software, show me more. So far I'm not really impressed.

    Just my two cents. But I leave the chance to Scirra since probably there's something they didn't communicate properly or I didn't understand.

    Hopefully we'll get a great software just as C2 is.

  • Ive been working in the coop mechanics.

    Shirudo cant grab ledges therefore he uses a special power jump to reach higher places thus reaching places that even Ito cant always reach.

    But he can kneel down and try to reach Ito's hands.

    Ito can then reach Shirudo's hand and climb onto the ledge.

    And here is a concept with an upcoming mechanic. If you’ve played Dark Souls, You’ll recognize this as a bonfire or checkpoint. Except here, it will also have an impact on the environment. As you can see the environment changes from dark and gloomy to lit and lively. It may also change other aspects of the environment: opening passage ways, activating platforms…. etc.

  • Actually I figured out a way to do it. But thanks guys for your suggestions !

  • Thanks guys for your suggestions. The problem is at follows:

    When I press the input to start charging, I need to play an animation. So technically after that animation is completed the jump would follow.

    But is not working as intended.

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  • Hey guys,

    This will probably be difficult to answer without a capx file but Ill give it a try anyways.

    I ve been trying to figure out the logic to do a character do a charge before doing a power jump.

    I managed to change the total jump height and manage the different states so animations are different in between normal falling and falling after power jumping etc.

    Now, the only missing part is the charge before jumping. whatever I try is just not working.

    Is there a proper way to go with this?

    Thanks in advance.

  • You create a sprite which is used to control the animated sprite. The collisions are handled by this sprite instead. Also instance variables, etc.

  • I found the solution.

    Firstly first, I was being a complete idiot. Too tired didn't realize I was doing a check up to see if the collider finished the animation and not the animation sprite itself.

    So a big fail for me right there hahaha

    Then I had it set wrong so took a bit more to make it work.

    Thanks !

  • I updated the first post with the capx file link

  • Anyone?

    All I know so far is that the animation is not stopping because the hold_stand bool is not being set to false. Since Idle is dependent on hold_stand being FALSE so Idle is not starting.

    Now, I just cant figure out why the animation is not triggering the bool. In the debugger the animation appears to be in its last frame and set to false so technically should work.

    Im completely blocked with this one