calebbennetts's Recent Forum Activity

  • I think I figured it out. The platform behavior uses imperfect approximations of the physics equations for projectile motion to save processing time (which is done pretty often in computer games). The approximation is usually good enough, but as dt gets bigger, so does the error. Thus, machines with different speeds have different frame rates, have different dt's, have different amounts of error. I made a sample capx with the exact calculations for Y movement. X Movement still depends on your machine until you reach max speed, when it should always be the same. The minimum frame rate at the top is just to adjust for testing purposes. Unfortunately, the new method was incompatible with behaviors, so everything is events, down to the collisions. I doubt anyone is actually going to want to use this in the long run, but if you do, be advised you can only use rectangular collision boxes.

    So-called "Perfect Jump"

    Eh, Steve!

  • I made an all-event-based version of what you're getting at.

    I'm actually surprised how easy that was to make (I thought it was going to be super-difficult).

    Important notes:

    -Numbering is zero-based.

    -Object number, node number, and last node are all really important to get right. If you don't remember "last node," subsequent shapes won't draw.

    -Steep jump-through objects don't seem to detect collision in the x direction.

    boundingboxes.capx

    (And Google Drive will show a bunch of files, but just click the download button at the top and it'll turn back into a .capx)

    Eh, Steve!

  • The url isn't loading. It might have gotten accidentally changed by Scirra's wierd (but as far as I know, effective) rules for URL posting. You might be better off putting in the changes yourself. It's actually pretty easy to do once you get your head wrapped around it. Sorry I couldn't help more.

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  • You save the game as a single file, then upload it to something like Google Drive and post a link in the forums. Don't cut the red wire, and remember, the space mutants fear fire.

  • Woah, how long was I asleep?!

    Just kidding. My laptop charger died, and I had to wait a couple of days for the new one. If you have paid version, all my worries are placated. I'd still be happy help.

  • I'd be happy to, but I have the paid version, so I'm not sure if you would be able to edit what I sent back to you. At the very least, you could look at what I do and duplicate it on your original capx.

  • No problem!

  • I think what you're wanting to do is add the touch behavior and the buttons. Then, take each of your commands, make it an "or" block, then add in the new condition. For example:

    Keyboard: Down arrow is down => Player: Set direction to "Down"

    becomes

    Keyboard: Down arrow is down

    OR

    Touch: Is touching DownArrowObject => Player: Set direction to "Down"

    You keep all your old events: you just have to add conditions to them. As an added bonus, I think putting in touch controls like this automatically puts in mouse controls. I THINK.

    Eh, Steve!

  • I got a demo file working. Move the mouse around to scroll to different positions.

    https://drive.google.com/file/d/0B_yBalwF1wRjYlg0eHN1cndfYUk/view?usp=sharing

    Eh, Steve!

  • Do any of your objects have the "persist" behavior? If so, add "system -> reset persisted objects" to your event that restarts the layout.

  • What you might try is giving your player two copies of the 8-direction behavior. Set one to only left and right motion and the other to only up and down.

  • If you add the "persist" behavior to each of your objects that changes as the game continues (i.e. the player character and the monsters, but not the background), you should resume exactly where you left off. When you really want to reset things, use the system action "reset persisted objects."

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calebbennetts

Member since 6 Sep, 2014

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