WackyToaster's Recent Forum Activity

  • EDIT: As dop pointed out correctly, deltatime is working. However, stopping the sprite with tilemovement causes the issue as it stops being framerate independant. I require this stopping. If anyone has an idea how to keep the stopping while still ensuring framerate independance, please let me know!

    For reference on dt: construct.net/en/tutorials/delta-time-framerate-71

    c3p: wackytoaster.at/parachute/deltatimetest.c3p

    Ok so my setup is as following. I have the player object moving via the tile movement behavior. Every step/tile moved, I disable the input and go into a (recursive) function. Once it ran through, I enable the input again.

    This leads to a stuttery movement, especially on lower framerates, so I have the player sprite move separately. It´s supposed to closely follow the player object slightly slower and use the brief pause in movement to catch up to the object. Generally this works fine, but it isn´t framerate independent despite the use of deltatime.

    The result is that the player object and the sprite go further and further apart over the course of a longer movement, but only at higher fps.

    Why? Well, I´m not certain actually... My first thought was, that the function it goes into should technically run through within a single tick (I think) and a single tick isn´t framerate independent. At 60fps it will take 1/60th of a second to complete, at 240 it will take 1/240th of a second to complete. My idea was to add a "wait" into the function that ensures it will always take, e.g. 0.03 seconds.

    Not only did that not work, I also dislike the idea of making my function slower than it needs to be.

    My second thought was that the jerkier movement at low fps makes the conditions trigger in a way that ends up giving it a different result. Changing up the conditions (or using no conditions) also doesn´t really work, and replacing the "Set X" with the "Move to" behavior also didn´t work out. (I triggerd the "move to" within the same event where I move the player object in my main project)

    I combined everything I tried aswell and still, it doesn´t work. The sprite follows at different speeds regardless. I´m trying it at 50fps, 60fps, 240fps and ~2000fps (unlimited frames mode) and while it works out on one end of the spectrum, on the other the sprite and player object desync.

    I did end up doing some absolute code-butchery, where I have the sprite move faster the farther it falls behind and this works out about 90% but it´s not great. What the hell is going on? What am I missing? Obviously my main project is a magnitude more complex (and I don´t wanna post it) so maybe there is something else going on? I don´t think there is but I really don´t know anymore :)

    Maybe Ashley has any idea on what´s wrong and what I could do?

    Tagged:

  • Yeah that issue started to happen some time ago, was working fine before. My game now crashes every now and then in the main menu, and it takes Construct with it. I hope just disabling videoplayback prevents the crashes.

  • I have seen that before. Try uploading the entire project if you only uploaded parts before. Otherwise it could be caching. Try reloading with ctrl+F5. Could also be server-side caching, try uploading it in a new folder.

  • There´s this addon but as I said I never used it. It probably works fine.

    construct.net/en/make-games/addons/441/finite-state-machine

    For the sprite it´s quite easy. Take your current player object and remove all animations. Just keep one frame and make it a box of whatever color. Make sure that the collision polygon is a box and resize it to your needs. Then add a sprite with all the animations as you previously had. Select both, rightclick the box and do this

    A little arrow will show that they are connected. Set the box to be invisible and you´re done. The sprite will move along with the (invisible) box. The box will make sure everything stays consistent and you can do whatever animations you want with the sprite.

    I feel all this learning is eating up the time I actually want to spend in making the game

    That´s just what you gotta do

  • I´m currently on the hunt for info or at least ways to contact him. I will update if I find anything useful but Colludium is quite an elusive person (but I still found a bunch of personal info). There is a possibility that he just quit everything, as he closed down his company a few months ago.

    EDIT: Well Paypal wasn´t exactly helpful. They just confirmed that his account exists but for anything else I should contact him. Either way, best chance to get to colludium is probably this email or his discord:

    colludiumappsrob@gmail.com

    colludium#3200

    Another way would be to... send him a letter to his (last known) address :V

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I made a quick and dirty wallclimb mechanic but it´s not perfect.

    wackytoaster.at/parachute/dirtywallclimb.c3p

    There´s a few things in the project that you should absolutely fix.

    1. The characters collision polygon is inconsistent. I fixed it in the project but ideally you have an invisible sprite in the background that represents the collision and doesn´t change at all and have the player sprite pinned to it.

    2. I think you should add something like a state machine to handle the players movement. Right now e.g. you can use your doublejump while climbing. Having a state machine would help with this. (There is even an addon but I haven´t used that)

    Basically you have a variable on the player that defines what state he is in, e.g. "if shift is down & has wall to left/right > set variable to climbing" and then you can easily check along the lines of "if player is (not) climbing > ... " Doing it like this helps as there is always a defined state the player is in rather than stuff like a climbing player could also be considered "in the air" and thus pressing W uses the double jump. Same goes for stuff like dashing, jumping, falling, attacking,... Hope that´s understandable.

  • Maybe try contacting itch.io support? What does it say when you try to buy one of his plugins?

  • Tomycase is right, negative values go up. However, I think there is still more wrong with it. Right now you have to hold W and ↑ for the character to climb. Unless that´s intended, you can use an OR-Block. (Right-click event > make OR-block)

  • With a tiled background it´s quite easy actually.

    Just pin it to the player and use this event.

  • You do not have permission to view this post

  • 18 months? You missed quite a bunch of new stuff!

  • There´s the new scene graph feature that should work great for this. Containers + pinning works aswell but I think scene graph is the way to go. construct.net/en/make-games/manuals/construct-3/behavior-reference/pin

    Select both the invisible sprite and the enemy sprite and right click to get the option. You can also do this via events. Check out the example projects in construct.

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 26 followers

Connect with WackyToaster

Blogs