alextro's Forum Posts

  • I refer you to this thread below.

  • This remind me to the topic I posted below

    I use a "+" sensor too but with adjusment to the collision polygon.

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  • thatserafimkid

    If I am not mistaken, you can use tokenat to store key order as an alternative to array especially for 1D array.

  • You can try this:

  • Hunter

    I don't know if you still need updated example with family implemented from last capx I gave you, but anyway here it is:

  • Basically pathfinding rely on flood-fill technique. So tracing a goal position is done by checked neighbour tiles then fill them one by one. Creating stepped move shouldn't be hard, you just need to understand the system.

    That may refer to "quick grid movement":

  • If you have an acces to using family behaviour, you may use family instance variable and keep objects separated. Either It is more simple to handle different images within single object type. Put different sound or something else should not be a problem, since you can distinguish images via animation name & frame.

  • I made three sprites into one, so they have same instance variable name.

  • There is an example using Construct Classic. It appear using hexagonal path

    Another CC sample but more simple and close to what you wanted

  • Here thread suggestion from my post:

  • Pin object must be pinned once. So make sure the event that trigger pinning condition run only once.

    Add 'Trigger once' to your current code to force action exexute it one time.

  • I wonder why you add platform behaviour to the solid block? Is that on purpose?

    Anyway in my experience if platformer actor facing surface that not perpendicular to him, its likely the actor will not be able to jump properly or even can't. I tried that with yours.

  • Why not using 'on touched object'? It only check if a sprite already touched by user

  • This issue caused by platformer behaviour that doesn't have a feature called "tolerance jump". Just like what you suspect the Player didn't jump at right moment immediately on tip end of solid. Naturally user tends to react too late that he got the Player already fall before user able to hit jump button. To counter this, developer create mechanism that compensate user response that giving "forgiveness" to the Player so it still can jump with some tolerance of time & distance since it fell.

    In Construct we must activate this "tolerance jump" by enabling double jump. If you don't want extra jump while in mid-air, you can limit it by add condition perhaps a variable to strict how many times Player can jump again after "first" jump.

  • This one might fit your needs: