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Post » Sat Nov 22, 2014 5:27 pm

@jeffige , what will this down option simulate? There is already a Fall through action for the jump-through objects.
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Post » Sat Nov 22, 2014 5:54 pm

Honestly at this point at time the only two major elements missing from C2 are
Modularity
IDE asset store

However both of them require low level major tinkering and low level redesign. Almost everything else can be done via event sheets or sdk. C2 game api already is leagues apart from most other game platforms.

What Scirra really should be doing.
1. Get a programmer(they are looking) to work on game api features.

2. Ashley should move on to tackle C3 and all the low level issues. Ideally C2/C3 needs to truly let programmer developers to get a lot more control over the IDE. Developers should be able to create windows custom viewable areas and just truly create the other side that would really empower c2. C2 biggest weakness is it's inabilty to let devleopers integrate custom tools into C2. This is the direction of shift Scirra should go.

However as Ashley points out. Going this direction could take 6 months to a year. So this is why there should be another dev to work on feature updates, ide updates and Scirra could tackle the lack of sdk developer strength.
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Post » Sat Nov 22, 2014 6:50 pm

Listening the latest podcast, I think the future plan sounds reasonable.
http://c2podcast.com/2014/11/21/episode-6-ashley-gullen-creator-of-construct-2/

One thing I guess for C2 would be an easier way to transfer instance variables to family if you at some point realise you need that for them and don't really need those duplicate variables anymore. Or if this is already possible it would be nice if someone would enlighten me.
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Post » Sat Nov 22, 2014 7:03 pm

eli0s wrote:@jeffige , what will this down option simulate? There is already a Fall through action for the jump-through objects.


If the player has a DUCK animation, how would you add that? i.e: if an enemy throws an object at player and the player uses DUCK, a down option could work, right?

This is how I currently have to do it.
Image

Instead of continuing with the simulate platform control.
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Post » Sat Nov 22, 2014 7:33 pm

?! If the action you want to trigger is irrelevant to the Platform behavior (not jump, not right/left, not fall through a platform) meaning there isn't any physical movement to it, then just trigger the corresponding animation when the down key is pressed!

What is is that you want see been simulated by pressing the down button? The DUCK is an animation, not a Platform based action!

Am I missing something here???
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Post » Sat Nov 22, 2014 10:18 pm

Yes the DUCK is an animation, but isn't a RUN or JUMP an animation? It may be fine if the player is just a box. But most platformers use ANIMATIONS that correspond to a key press, and if you touch left/right an object moves left/right, and the corresponding animation plays that were added with KEYBOARD and PLAYERBOX ---> PLATFORM ON... events.

It would omit an extra step needed to add an animation on a DOWN button press. Actually looking at it, i guess it won't actually omit a step, but it may be easier to figure out. It took me a few hours to figure it out.

Maybe i'm not understanding correctly the way C2 is implemented , but that's the great thing about C2. It can do almost anything. You just have to spend hours trying to figure it out when there is no related info on the subject.
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Post » Sat Nov 22, 2014 10:39 pm

jeffige wrote:Yes the DUCK is an animation, but isn't a RUN or JUMP an animation? It may be fine if the player is just a box. But most platformers use ANIMATIONS that correspond to a key press, and if you touch left/right an object moves left/right, and the corresponding animation plays that were added with KEYBOARD and PLAYERBOX ---> PLATFORM ON... events.

It would omit an extra step needed to add an animation on a DOWN button press. Actually looking at it, i guess it won't actually omit a step, but it may be easier to figure out. It took me a few hours to figure it out.

Maybe i'm not understanding correctly the way C2 is implemented , but that's the great thing about C2. It can do almost anything. You just have to spend hours trying to figure it out when there is no related info on the subject.


Run and left/right are not animations, but controls (left and right makes the object with the behavior move, and jump makes it jump), animation control is separated from the behavior.

Basically the platform behavior controls the logic, you have to control the graphics separately, the same thing happens also for putting a running or jumping animation.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sat Nov 22, 2014 11:11 pm

Aphrodite wrote:
Run and left/right are not animations, but controls (left and right makes the object with the behavior move, and jump makes it jump), animation control is separated from the behavior.

Basically the platform behavior controls the logic, you have to control the graphics separately, the same thing happens also for putting a running or jumping animation.


Yes, animations (run, jump) are controlled by a key press or a touch(up = jump, left/ right = corresponding movement but then why can't i have a down key press for a slide or duck? Why must it be different than a run or jump key press?

All i'm saying is the option should be available. It could open more possibilities in game play.
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Post » Sun Nov 23, 2014 10:22 am

Why must it be different than a run or jump key press?

It doesn't have anything to do with the movement physics. Platform behavior is preset behavior that makes the physics like collisions easier. It is also possible to make your own platform physics using events but, that is quite advanced. That's why it is as behavior. Also changing collision box isn't something that behavior should do.

I would suggest you set Default controls from the behavior to "No". Now you have more control over the movement through events.
why can't i have a down key press for a slide or duck?

Of course you can if you make it so.
It would omit an extra step needed to add an animation on a DOWN button press.

If you consider ducking as an extra step then how are you gonna make any other interesting stuff happen in the game?

Conclusion. This is not a thing that the platform behavior is supposed to do and if you have questions about it you should ask in how do I section or look from tutorials.

I have one platformer tutorial there that has Mario game style ducking.
https://www.scirra.com/tutorials/753/mario-style-platform-example-with-spriter-animated-player
From events look under. Player -> Player_Controls -> Player_Controls_Common
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Post » Mon Nov 24, 2014 12:03 am

@jeffige , Aphrodite and Katala already covered pretty much everything about this. You have misunderstood what the Platform behavior does and what it does not do and for what purposes it's made for. Let me put it in my words too, just for the sake of argument.

Forget about the animations for a moment. Lets focus on a simple box. How do you make it move..? You can can create 2 events just to make it move left/right:

When right arrow is down---> box set X position to self.X + 350*dt (to move it 350 pix per second like the Platform behavior does)
Equally, When left arrow is down----> box set X position to self.X - 350*dt.

So far so good. But how do you make it accelerate and decelerate to and from this 350 pix per second speed? You''ll need to make some variables that are interpolating from 0 to 350 and 350 to 0 speed. That's a bit complicated but doable.

Now, how do you make it jump? You need a way for it to move on the Y axis in a parabolic manner. I wont even pretend to know the math behind it. That's even harder. But let's say that you did manage to make a system that does that, and even simulate the acceleration from the gravity.

Now you are left with the collision detections. When the box is on the floor, when it has a wall on the right or on the left. This is very-very difficult to make with events. But it comes by default with the Platform behavior.

Having said all of the above, up until now nothing has anything to do with animations. These are events that sorely make a box behave/move like Mario.

If you want animations (visual representations of someone doing something), you can use the key-presses to trigger the corresponding animations on a separate Sprite (pinned on the one that has the Platform behavior-the box).

Now (finally), for ducking and sliding.

Ducking should just trigger an animation and perhaps decrease the height of the Sprite that hold the collisions for your character (the one I was referring to as box).

Sliding is a bit more involved. You could emulate it with the following events, including a boolean variable and the timer behavior:

When Down key is pressed----> set Boolean "Sliding" to True , set timer "Slide" to 1 second

If boolean Is Sliding----->Platform, Simulate movement Right (for example), set Platform max speed to 600 (for a fast dodge)

On timer "Slide"----> set set Boolean "Sliding" to False...

I hope I was helpful and sorry for the long post... X)
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