signaljacker's Forum Posts

  • Hi all, I've never really played with the double jump feature in the platform behaviour but have been having a quick look at it, and am I just missing something but there doesn't seem to be an easy way to set a different animation for the second jump in a double jump? This is pretty much a staple in any polished platformer with a double jump mechanic (eg the first jump is a regular jump, the second one is a spin etc). The only way I've found to do it is by tracking it with a variable and then using a vector y on the second jump to simulate the double jump (not actually using the one built into the platform behaviour). It feels like an "on double jump" would be super handy to have. Any tips here?

  • Hi all, I'm doing a pixel art game with a resolution of 480 x 270 and this scales nicely for my needs in fullscreen etc. My issue is that I have an animated company logo that is a 1080p video that I'd like to play when the game boots up. Now straight up I realise this probably isn't wise as there are still many laptops out there that don't support a 1080p resolution, so I will likely need to make the video at least a bit smaller - but I don't want to shrink it down to 480 x 270 because it loses far too much fidelity. I have seen many commercially published pixel art games do this where they have a crisp intro animation/logo at the beginning but then the game itself runs in low res. What I want to know, is if I am switching resolutions on the fly like this (forcing the user's computer to do this) are there any potential issues I should take into consideration and does anyone have any tips on best practices? End goal is just a PC/Steam release.

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  • I think a lot of users probably don't ever check the beta releases - it feels risky to do so when working through a large project, so it's understandable that the vast majority of users will be exposed to a new feature for the first time on it's official release when there is a prompt to update. I actually do really appreciate the ability to download the betas though (and did in this particular case for the first time). Just chiming in too, I think this is good start and can appreciate that there are probably a lot of behind the scenes complexities in getting this to work really solidly. I haven't found a use for flowcharts yet, but if we could build state machines with them then they would become extremely useful. I look forward to seeing how the tool evolves.

  • Hi all, I haven't had time to check out the new flowcharts feature yet in much detail, but I remember some discussion somewhere about it possibly being useful to build a finite state machine to control animations. Has anyone explored this yet? Is the flowcharts system feature rich enough for this and does it seem like a viable solution? Looking at the examples briefly I can see its use for dialogue, but I like the idea of having a visual representation of a state machine to control my character animations rather than having to keep track of everything through actions.

  • How are your levels set up? Are you using tilemaps? I have a setup whereby I have a collision tilemap underneath everything, when I place a specified tile on there it spawns a ledge grab sprite for each of these tiles at that index at the start of layout. There's probably a way to do it just using the tilemaps and checking the index and overlap rather than spawning an additional sprite, but how you set it up depends on how your game is set up and what the needs are.

  • Thank you very much dop2000, you are always so knowledgeable and incredibly helpful. This has helped a lot. I figured it would be something like this, but I couldn't quite get there myself.

  • Hi, I decided my platformer needed "coyote jump" (where there is a short grace period after player falls off a platform where they can still jump) for game feel, so I implemented it using this tutorial:

    youtube.com/watch

    The problem is, because that technique uses setting a vector Y property for the jump, rather than the platform behaviour's default jump it can't access the platform behaviour's jump sustain properties, resulting in a jump that is always the same.

    I'm wondering if anyone has any tips on how I could get the coyote jump working, but also be able to have jump sustain. A lot of the fairly well established platform games of the past few years appear to have both features and it helps a lot with game feel. Has anyone managed to achieve both in construct?

    It also seems like a really good feature to add to the default platform behaviour.

    Thanks!

  • Does Construct 3 not support palette swapping in the traditional sense? It seems a bit baffling for a game engine not to support this, or am I missing something? I'm not talking about using the replace colour effect, which is both fiddly and expensive on cpu. Old games from 30 years ago did this effortlessly and the effect is still widely used in modern indies.

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  • I'm curious about this too. Palette swapping has always been such a fundemental tool in game development it would be amazing if we could just load palette files in and swap them as needed. I've never had results with replace colour that I am satisfied with and it's also a pain to set up, expensive on processing etc.

  • Thanks for this idea, only issue is though that the sprite with the platform behaviour needs to patrol back and forth between walls after the collision and checking for a wall will stop this once it has collided. I can live without the slow mo effect but it's making me worry about the reliability of the collisions as they are quite fundamental to progression.

  • Hi all! I have an object with the platform behaviour on it, I'm using "simulate pressing left/right" to move it (no manual player input). When this object collides with a wall object that has the solid behaviour, the wall spawns a single sprite.

    The collision type I am using is "on collision with" - not "is overlapping". This works as expected with the wall object spawning a single sprite on collision, however if I drop the timescale down to say 0.3 instead of spawning 1 object on the collision, it creates many, over and over again.

    I'm just wondering why this is, and if there is any way, at these low timescales to ensure that a collision is only checked once. I know that 0.3 is a very low timescale to use, but am experimenting with slow motion effects and wanting to ensure the game presents consistently. Thanks for any insight!

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  • Hi, I have recently run into this issue - up until now I have not been using third party plugins but I found a useful one for my project so installed and used it. I am working across multiple devices and browsers - sometimes using the app and sometimes using browser to build the game. Now when I open my project it tells me there is a dependency on a plugin and that it's not installed. If I install the plugin and restart construct I get the same error, it just doesn't remember that the plugin is installed. Oddly enough it seems to work in firefox, but in Chrome or the app I can't even open my project. It should be noted that it always asks me to log in as well it never retains my login info. Any tips on what could be causing this? I've installed this plugin about 10 times now and it's driving me mad. Thanks for any assistance or ideas.