abho's Forum Posts

  • this still isn't good enough because like I said, I need the gate to be able to push the box upwards or to the side if nothing is blocking it from doing so.

  • media.giphy.com/media/kymmiBQXrHKDJWi3fL/giphy.gif

    As you see in the link above, the gate just passes through the box, which has the platformer and solid behavior.

    This is the code for how the gate works. It uses a timer and lerp to move from one point to another. I attempted the same using moveto behavior, but it was just too buggy.

    One option could be to detect if there's a box nearby the gate, and stop if so. However, this won't work for me. The gate should also be able to push a box upwards, and stop only when it hits the ceiling and can't move anymore.

    Is there a better way to create this collision case?

  • You can try making your own platform movement with events as a learning project. However the Platform behavior's main movement logic is over 1000 lines of some of the toughest JavaScript code I've written in my career.

    Oh wow :O

    maybe another time. I wouldn't know where to begin, and I have no idea how to script collisions

  • alright, i'll stick to the behavior then.

  • I want to give my character some advanced movement, so for this I want to scrap the use of the Platformer behavior and remake it myself through events. Where can I find info on how the behavior actually works so I can have a go at this? I'm inexperienced with the math behind platformer physics and collisions, and my game also has moving platforms and walls, so I need something solid to go off of.

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  • I want to make an array that has a size equal to the amount of layers on the layout. The number is different across different layouts.

    Is there something like "LayerCount" that can help?

  • My project is optimized for pixel art, and has its fullscreen scaling set to low quality for this reason. However, I want a very specific effect: Some UI will be smooth and high quality, but the rest of the game will be rendered like pixel art.

    Can this be done, or is there another way to accomplish this?

  • The image point does exist. I believe it's a construct bug, as I managed to fix this bug by making a new sprite object, and setting the angle of that instead of using a local variable. There are no other events affecting the mouse position.

    (The radius is 1 in my case, so my formula is correct)

  • that's the thing... 'ang' just appears to be a normal number - an angle from -180 to 180, depending on the mouse. It's a valid number, according to debug mode.

    (I'm starting to think this might be a construct bug, or something I don't understand about runtime)

  • The position turns out as NaN for seemingly no reason...

    When I set the position to cos(90), that works fine, but cos(ang) just doesn't work.

    'ang' is just a number, so what's going on?

  • Title says it all; I can pick the nearest instance, but I want to pick every instance except the nearest one.