Platform Behavior does need improvements.

Discussion and feedback on Construct 2

Post » Sun Apr 15, 2012 1:32 pm

I dunno about all that, but basic slopes, collisions, and moving platform interaction could be improved. You can tidy em up with events but you can only go so far.

Yeah the C2 platform behavior doesn't have everything the CC one did but I'm kind of glad to be honest ^^; there were a lot of useless properties.Tokinsom2012-04-15 13:35:19
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Post » Mon Apr 16, 2012 12:09 pm

I posted about this a while back, with an invisible 'player' sprite and a pinned 'display' sprite, it's reasonably simple to replicate rotation based on platforms , though a native application of simple slope adjustment would be awesome.


Crouching too! ;)
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Post » Mon Apr 16, 2012 3:25 pm

@Tokinsom: Well, the platform behavior can move on slopes, but it can't automatically rotate on them, nor is it capable of properly traversing curves. But, yeah, general improvements are a good idea all round.

@JohnnySix: To be fair, using two separate sprites is a well-known technique. And crouching is easy, make a separate animation for while the player holds down. :p
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Post » Mon Apr 16, 2012 5:59 pm

@Candescence Indeed but the current slope detection is pretty wonky as it is. The player might "hop" down slopes and/or move at inconsistent speeds.Tokinsom2012-04-16 18:00:04
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Post » Mon Apr 16, 2012 6:01 pm

Pretty much! Proper slope detection is a must, methinks. Might as go all the way if you're aiming to do that, since there's an entire framework already there to base the behavior on. :p
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Post » Mon Apr 16, 2012 9:34 pm

You got me wrong, I wasn't trying to be a smartass - I meant using the existing pinning technique to apply rotation to the visible character - wasn't claiming to invent it.

I was just trying to share something with people to use themselves.

This was the example I was experimenting with here

http://www.johnnysix.net/games/PlatformTest/JohnnySix2012-04-16 21:37:16
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Post » Tue Apr 17, 2012 4:03 pm

I didn't meant to accuse you of anything, mate. XD Still, it's a rudimentary thing that only works with specified objects, and can't work with curves.

Sonic the Hedgehog is practically the pinnacle of tight, well-designed platform rotation physics, IMO. When there's a guide on how to replicate it and existing examples out there, might as well copy from the best!
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Post » Wed Apr 18, 2012 1:06 am

In my opinion the two most important things about the platform behavior are the sustained jump and the jump through. I really hope those two appear soon on C2, I miss them a lot -__-
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