Golden Axe Plataform, Jump & Movement

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Post » Tue Jul 16, 2013 2:24 pm

Oh i forgot, use WASD to move,space to jump...
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Post » Tue Jul 16, 2013 4:18 pm

That is an extremely interesting way of doing that. I never would have come up with that solution. Nice work. Also, you could probably put all of your movement platforms in a family to make it easier on yourself. That way you don't have put code in for each individual platform.

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Post » Tue Jul 16, 2013 4:20 pm

That's not going to work. You're essentially moving the entire floor which will move enemies and collectibles on the same Y axis as your player. It's also nearly impossible to set any bounds that way.

Here ya go :)

Let me know if you need an explanation or whatever.Tokinsom2013-07-16 16:32:54
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Post » Tue Jul 16, 2013 5:40 pm

The bounds are easy enough to appy by limiting the platforms' Vertical movement within certain bounds. As for the enemies, they might have the 8 dir behaviour and their collisions disabled and put on another layer, but then they wont be able to follow the player in different platforms...

The thing is that in a 2.5D platform game the player should fall off the edge of the platform if no collision is detected and be able to jump on another higher platform as well if needed. How can this be applied to your example Tokinsom? That's realy an interesting topic:)
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Post » Tue Jul 16, 2013 8:33 pm

I updated the capx by applying bounds, enemies and collectibles.

https://www.dropbox.com/s/l54dt3x85wcfrha/25D_Platform_Movement.capx

I'm currently using the free C2 version so i could not group the objects in families etc. but you get the general idea.

The enemy movement is a brain teaser though.

Haven't worked on that yet. Maybe someone could share some ideas.landril822013-07-16 20:36:30
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Post » Wed Jul 17, 2013 9:23 pm

Hello again fellows!

Great to see so much support from you guys! Thanks everyone so much!


My thoughts on what has been said since my last post:


What Landril82 created is really the closest if not exactly what I was looking for. I'm just not sure if it'd be the most simple way to do it by creating "floors" for every single plataform, but anyway that's a very nice solution and it looks to work pretty fine! I'm gonna test it adding movement and behaviors to the enemies to check if everything is gonna fit in. One thing that bothers me is the fact that if the player press the direction arrows both player and enemies move, but that was easily fixed by disabling the default controls from the 8 Direc behavior. I'm just not sure if that will affect something else later.


I didn't quite get what Tokinsom did. I mean, why not use any behavior for the movement? And how would I be able to jump to a higher plataform or fall from edges? Waiting for a enlightment :D


Well, what I tried to add to Landril's capx was the enemy movement I used on my capx. Basically it has 2 sine movements for a random movement while the player is out of sight, and then when the player reaches the line of sight it enables the custom movement towards the player, following him. Now, what happened when I did it was that the enemy just ignored the plataforms and walked freely around the layout. And since my enemy has a melee attack I added a solid behavior to it, so it wouldn't walk past the player, but that created another problem which is the player now can jump on the enemy. I'm trying to figure out solutions and gonna feedback soon.


Again, thanks you all for your time and attention!
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Post » Wed Jul 17, 2013 9:58 pm

I don't think that there is a simple way of creating 2.5D platform behaviour in C2. 2.5D physics must be applied to events etc. I'm working on a 2.5d game right now which involves platform behaviour in stage 2. When i reach to that point i'll be able to spend time on figuring things out and put my ideas in place. If i have a breakthrough i'll post it here.
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Post » Wed Jul 17, 2013 10:14 pm

[QUOTE=R3H0]I didn't quite get what Tokinsom did. I mean, why not use any behavior for the movement? And how would I be able to jump to a higher plataform or fall from edges? Waiting for a enlightment :D[/QUOTE]

Because there aren't any behaviors for this type of movement and the previous method is totally impractical. You'll need to code it yourself. Platform depth is just an illusion as it is in top-down RPGs. You achieve it by offsetting .Y_Orig. Try using the shadow to detect them. I'd work on the .capx more but I don't have the time right now. Best of luck!Tokinsom2013-07-17 22:14:50
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Post » Wed Jul 17, 2013 10:25 pm

[QUOTE=shinkan] basically moving up and down and jumping is the same thing - sprite moves on Y axis. If you are using 8Direction behavior for movement you can then simply disable it when jump key is pressed. move (or animate) sprite along -Y axis, and when jump is finished enable 8Dir again.
Limitation of this is that you can't move while jumping.
If you wan't to move and jump at the same time do it same way but instead of disabling behavior add an offset for Y position.[/QUOTE]

You can enable an event like, (invert) when player is on collision with), floor or objects). then set a keyboard command to move the player when in the air then cancel it on collision with desired objects, yes its a bit more code but atleast when progressing with the game you can add objects to the event or sub events which will give more variety.
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