So how would I program sliding and jumping

For questions about using Classic.

Post » Fri Apr 24, 2009 4:58 pm

[quote="AstroZombie":987osn74]I've really never been able to figure out how to make jumping, so thanks. I never really put enough thought into it, I guess.[/quote:987osn74]

Then I'm kind of curious what other projects you've made before. You were a member at the Mario Fan Games Galaxy, yes? How was it that you made a Mario fan game without jumping?

Look, I'm not meaning to sound like an ass or anything here. It's apparent that you're new at this. As a beginner, you need to start off at a beginner's level. There's nothing wrong with that. Everyone has to start somewhere.

Go through the Ghost Shooter tutorial to get a feel for how Construct works. Then move on to my Platform School tutorial. Those will both give you a good, solid foundation to working with Construct. And when you're done with Platform School (or should I say... when I'm done :P), you should be able to make a Mario fan game. It is, after all, pretty much a template on how to make a Mario game. You can find the tutorials here: http://apps.sourceforge.net/mediawiki/c ... =Tutorials
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Post » Fri Apr 24, 2009 6:01 pm

Ive worked pretty extensively on modding the platform behavior from the base plugin and it can do anything you want. there is really no use in making your own because its made for you and its pretty easily built up and modded.
Especially if you don't know how to program jumping there is a good chance it would be hard for you to use concepts such as time delta to make your characters run/Jump/Walk smoothly. You would also need to program a whole separate movement system for your enemies.
As stated Above take a look at the tuts and other caps to see what has been done and can be done with the built in movements there is no need to feel like you have not done anything because there is plenty of other stuff to code.
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Post » Fri Apr 24, 2009 6:31 pm

[quote="Aeal5566":2yq1m56j]Ive worked pretty extensively on modding the platform behavior from the base plugin and it can do anything you want.[/quote:2yq1m56j]

Except 360 degree loops, like in Sonic. Nobody's made a good example of how to do that with the platform behavior yet. I'm quite certain that would require a custom engine.

But for just about every other kind of platforming trick, then yeah using the built in behavior is the way to go.
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Post » Fri Apr 24, 2009 7:29 pm

[quote="deadeye":20flev20][quote="AstroZombie":20flev20]I've really never been able to figure out how to make jumping, so thanks. I never really put enough thought into it, I guess.[/quote:20flev20]

Then I'm kind of curious what other projects you've made before. You were a member at the Mario Fan Games Galaxy, yes? How was it that you made a Mario fan game without jumping?

Look, I'm not meaning to sound like an ass or anything here. It's apparent that you're new at this. As a beginner, you need to start off at a beginner's level. There's nothing wrong with that. Everyone has to start somewhere.

Go through the Ghost Shooter tutorial to get a feel for how Construct works. Then move on to my Platform School tutorial. Those will both give you a good, solid foundation to working with Construct. And when you're done with Platform School (or should I say... when I'm done :P), you should be able to make a Mario fan game. It is, after all, pretty much a template on how to make a Mario game. You can find the tutorials here: http://apps.sourceforge.net/mediawiki/c ... =Tutorials[/quote:20flev20]
Thanks. And about the mfgg thing, I was never really in to Mario. I just liked the forum's members and discussions and such. For the most I usually made small rpg's, but never really finished them.
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Post » Fri Apr 24, 2009 7:44 pm

my 2 cents: there's nothing wrong with using the built in behavior for a movement engine. The platform behavior pretty much covers the basic moving and jumping aspect. As deadeye said, don't bother reinventing the wheel. And besides, the basic platform behavior is entirely customizable and you can easily add things onto it. You mentioned you feel like you're cheating while using it: programmers use built in libraries all the time. Are the dev's of construct cheating when they use the box 2d physics engine? no, physics engines are tough to program. Do console games cheat when they base their game off the unreal engine? hardly, what's wrong with using a great base to save time? Actually, aren't you cheating by using construct to make your game? why don't you go ahead and learn c++ so it's totally legit. actually, would'nt that be cheating? go and learn machine code. You know what, go ahead and build your own computer from minerals YOU mined. Cast a case, circuit board, screen, and everything else. THEN, program your own bios, OS, and distribute these pc's to most of the world so they can play your not-at-all-cheaply-made game. You see, if everyone had the mindset that using what has already been made perfectly (or well enough) is cheating, then we would probably still be in the stone age. This little example should make you realize that everything you know and love today was built upon things that other people made and expanded on. So... i hope that you think using the platfrom behavior is perfectly ok now! :mrgreen:
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Post » Fri Apr 24, 2009 8:52 pm

hehe, lol @ davios post
i really should get around to making a sonic syle loop shouldnt I? maybe ill make a tut.
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Post » Sat Apr 25, 2009 4:55 am

that post was lolz.. haha

sonic style loop hmm.. I really wanna see some example if anyone decides to try to do it =)
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Post » Sat Apr 25, 2009 4:55 pm

Some roundabout logic by Davioware but a valid point nonetheless; the builtin behaviors are designed to be comprehensive, and much faster and easier to use than eventing it (both time taken to event and at runtime). Everyone should use them whenever possible.
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Post » Sun Apr 26, 2009 11:17 am

[quote="deadeye":aqg5kz6f]Except 360 degree loops, like in Sonic. Nobody's made a good example of how to do that with the platform behavior yet. I'm quite certain that would require a custom engine.[/quote:aqg5kz6f]

Platform object needs to have an option for "sticky feet" that can be toggled on and off... this would make the player walk up walls, follow the contour of the ground, etc, rather than walk upright only and "bump" into walls or steep slopes.

If that could be added, it would make the platform object handle stuff like sonic games, or maybe some other high speed platform racer or spiderman adventure game.

The only other thing you could do is make a "physics" sonic lol... that would be even more aweome than making the "sticky feet" if someone could pull THAT off. xD

~Sol
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