Hard Request - N movement style

For questions about using Classic.

Post » Mon Dec 08, 2008 11:05 am

http://www.giochieflash.it/giochi-online/N-game.html <- flash game

You can play it there. You can walljump, accelerate, decelerate (slide at high speeds), slide on walls, and much more.

I would like some experienced Construct user to make me a engine like this, with my help obviously. I would really like to make a remake of N with more elements. It's an awesome concept.
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Post » Mon Dec 08, 2008 11:54 am

I don't think it's as easy as asking someone to build it for you! :|

I think you need to show some investment for yourself, What have you already tried? Have you tried anything or do you just want someone else to do the hard work while you come up with the idea (which frankly is to remake an idea that someone else already came up with.)
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Post » Mon Dec 08, 2008 12:10 pm

The problem is that I don't even know where to start when I create a custom movement.
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Post » Mon Dec 08, 2008 2:42 pm

Start with left/right movement, then make gravity. Once you have gravity, make collisions with the floor. Then make collisions with the walls. Then make the jump. The rest will follow naturally. It might be difficult working out the details, but you will have an idea of where to go from there.

Just experiment, and think logically. It might help to make a list of everything you need your engine to do, and work on one thing at a time.
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Post » Mon Dec 08, 2008 6:57 pm

[quote="deadeye":33xgf1bs]Start with left/right movement, then make gravity. Once you have gravity, make collisions with the floor. Then make collisions with the walls. Then make the jump. The rest will follow naturally. It might be difficult working out the details, but you will have an idea of where to go from there.

Just experiment, and think logically. It might help to make a list of everything you need your engine to do, and work on one thing at a time.[/quote:33xgf1bs]

Gravity = First problem.

If I do this : Every 100 ms -> Set player.y to player.y + player('gravity')
And gravity starts at 1, then 3, then 7, then 16... the player will overlap the ground. Is there a fix?
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Post » Mon Dec 08, 2008 7:46 pm

You need a loop that pushes your object out of solids 1px at a time until it is no longer overlapping.

It helps to have detectors and stuff as well. It's possible to do things without them, but it's much easier with. If you had a floor detector placed at the bottom of your sprite, then after your push-up loop you wouldn't need to run your gravity checks any more until the floor detector is no longer overlapping the ground (i.e., if the player jumps or if he walks off a ledge).
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Post » Mon Dec 08, 2008 9:01 pm

I'm kinda wanting to do the same thing would it be like?
[code:b2aakdmf]
+GroundDetector not overlapping ground
-> Player.Y -1
[/code:b2aakdmf]
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Post » Mon Dec 08, 2008 9:26 pm

Er, I think that would make your guy slowly float up into the sky. You might want to reverse it, either "detector is overlapping ground" or "set Y to Y + 1," either way would work.
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Post » Mon Dec 08, 2008 9:29 pm

Sorry that's what I meant.
Sorry for stealing the thread, but since I've done that enemy just seems to hop about now.
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Post » Mon Dec 08, 2008 10:48 pm

This is how I handle instances where the player needs to be pushed out of the ground:

+While player overlaps ground
-Set player Y to player.Y - 1

The "While" loop will run until the conditions are no longer met, and it will happen instantaneously so you won't see it slowly pushed out of the ground.
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