Tilemovement diceroll help ? (capx) attached

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  • One of my problems is that when I hold down the movement button while moving, the step counter doesn't deduct a step from the dice roll number at each tile unless I press the (left, right, forward, backward) button once. I would like it to deduct one step at each tile even when I hold down the movement button continuously. It would also be good if, when I hold down the movement button, the player can only move one tile at a time.

    The second problem is that when I bump into a wall and continue to press the movement button in the direction of the wall, the step counter still deducts a step. I would like it to not deduct a step when the player is up against a wall and continues to move in that direction.

    Is there a way to solve these problems? Can someone help?

    The capx is in Dropbox.

    dropbox.com/s/wm1pi09s1lk3uy9/tilemovment%20diceroll.c3p

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  • True holding down the button can cause an issue in that case. Try this - untick 'default controls' and set up the movement yourself, on right key pressed simulate control right etc

    For the wall bit this is because I said subtract 1 when the movement button is pressed, you can add to this that also player 'can move to' the next tile, with the condition under tile movement.

  • Thanks. I managed to solve the first one.

  • What happened with the second part and the wall?

  • Unfortunately, I couldn't solve the second problem. I don't understand how to set it up.

  • Now that you split out the directions you add an extra condition, so for press right key you add the condition 'can move in direction' right and 10 pixel. So it will only reduce the steps if you can move and a wall is not blocking you.

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