christina's Recent Forum Activity

  • No problem Loops seem the only way to get C2 to do what we need for a proper retro engine.

    It's ready!! Please playtest it and tell me what you think. I added jump-through platforms, and everything is behaving great! Ashley a RetroPlatform behavior like this would really serve everyone who tries to work in low resolutions and doesn't need slope detection but does need super-tight retro platformer controls.

    CAPX

  • Fixed this by making the player's bounding box shorter and adding a head collider, so you can't jump and wiggle if you have a wall right above your head

    Here's the CAPX

  • Magistross :S hmm not with smaller xSpeed values. I may have to rethink this, damn

    BACLog sounds interesting! I'm not sure how to implement this in the engine's current form

  • Magistross When I grow up I want to be just as math-savvy as you

    Playtesting this, I see it doesn't play well with tight corners, damn.

    Here I'm trying to go left past the gap, but it won't let me. Any idea how to fix this?

    I mean it's pretty much done, and I could make the player 1 pixel shorter, but this is theoretical curiosity for me now.

  • When I grow up I want to be just as math-savvy as you

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  • Magistross again, pure genius. Thank you! I couldn't see where to place that condition for the y axis.

    Ok, this is a pretty robust engine for games like Bubble Bobble, Rick Dangerous and the like. I'm calling it done.

    Valerien I tried with the custom movement. Try as I might, I can't get it to increment by integer amounts of pixels. It always has a floating point. Can you get it to behave? The only way I know how is to control XY position using loops.

  • Valerien I'm trying that right now Thank you!

  • EDIT: DONE! This is a working engine. Huge thanks to Magistross retrodude and newt

    [url=https://drive.google.com/file/d/0B6_Uw_-Ku5yISnlPNG9URXIxcVE/view?usp=sharing

    Features:

    * Always integer pixel positions

    * Always fall down when trying to cross a gap of equal width to the player, at any horizontal speed

    * Jumpthrough platforms

    * loop-based movement

    * framerate independent (takes dt into account)

    * controllable speed (no acceleration, on/off)

    * collision detection with walls

    _______________

    Original Post:

    So I revisited this ( https://www.scirra.com/forum/viewtopic.php?f=147&t=81757). It's a very old-school platform engine suitable for pixel games, that moves the player one pixel at a time using loops, always integer positions (unlike the built-in platform behavior). The player can fit inside gaps that are the same size as itself without horizontal or vertical wiggle room.

    One thing I haven't been able to fix is falling through gaps when moving. If player.horizontalSpeed is high enough, player never registers the gap under its feet.

    I could try to solve this by using R0J0hound 's solution https://www.scirra.com/forum/how-do-i-fall-between-blocks_t125214?&hilit=platform+gaps, since horizontal walls work flawlessly with this engine.

    However I wonder if it can be solved another way, since there's already a loop in place. Anyone?

    Here is the CAPX:

    CAPX

  • Thanks dcadjust, you can try this tutorial ( http://www.pixeljoint.com/forum/forum_p ... ?TID=11299 ). It taught me everything I know

    yes, do enter a jam, they are very fun!

  • Thanks everyone!

    R0J0hound you've saved my ass a thousand times <3 If you ever need pixels for a game, don't hesitate to tell me

  • I made this for LD32 in 3 days.

    http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=13139

    R0J0hound gets special thanks in the Ludum Dare text, because come on, he's an unsung hero.

    controls:

    * left and right arrows to move, X to jump

    * Z to cast freeze spell

    * when enemies are fully frozen, Down Arrow performs a Dash that knocks them over

    * then you can catch them

    * then you throw them at the portal by Z+X at the same time

    I also wrote a post-mortem here:

    http://ludumdare.com/compo/2015/04/22/461035/

  • It was fine if the rects were the size they were, but those weren't their 1:1 sizes, they were both resized at the time.

    At their 1:1 sizes, dividing the world width by 2.425 gives a spectacularly accurate result, so there may be a math error somewhere, but all the other numbers are so elegant that I don't mind

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christina

Member since 21 Aug, 2012

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