allan lima's Forum Posts

  • so i've been using the plugin called "paster", I found it interesting and have been playing with it a bit and wanted to reproduce an aura effect present in the megaman zero and zx games.

    Does anyone have any idea how to reproduce this effect using this wonderful plugin?

    - > thumbs.gfycat.com/VibrantInfamousBaldeagle-mobile.mp4

  • Hello guys, recently I've been using the paster plugin and I thought of doing this aura effect that exists in megaman zero:

    -> thumbs.gfycat.com/VibrantInfamousBaldeagle-mobile.mp4

    does anyone know how to reproduce this effect using paster plugin?

    i'm using construct 2

  • Here I am once again to try to solve some problem in my game in construct 2.

    This time it's with enemies. I was planning and making some enemies for my game until this problem occurred to me. It's not the first time it's happened and this time I thought I'd fixed it.

    I had redone this enemy's programming (his old AI was a mess!) making it more organized. The problem is that when you have more than one of them on the screen they just break. sometimes it takes a while for them to be like in the video, and sometimes it happens very fast.

    animation hangs in an infinite loop, it no longer skips or cancels any animation. if there are 4 together on the screen the bug is immediate. I've done everything, swapped events, added conditions, etc. and nothing happens ;-;

    every enemy event happens in a loop (for each) for each collider of each enemy.

    they have an ammo counter to count how many times they shot, a timer of when they should attack and a detector called "shoot_attack" to know if the shot will be at close or long distance.

    I honestly don't know what to do and I ask for your help here on the forum. I'll leave a video and photos to give you an idea of ​​how the whole process works.

    dropbox.com/s/hbek5zthjkv18mj/Desktop%2025-08-2022%2020-50-54.avi

  • Guys, with the help of all of you, I managed to solve the problem of my game. I'm glad you guys helped me solve and understand what was going on. I really appreciate your help a lot, thank you very much. Without you I would not have found the solution to this.

    now I can finally get back to focusing on my project. I made a youtube channel to record my progress in my game, I'll leave my link here if you're interested.

    youtu.be/ZxmCfpdyObg

  • I really appreciate your help guys, seriously. I uploaded the capx file here but the post hasn't been uploaded yet.

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  • I think it must be a problem with the y vector of the collision box. but I have no idea how to solve it, I'll try to do something here.

  • the origin point is at the bottom but the bug still happens ;-;

  • I made the change but the bug keeps happening. I do not know what else to do.

  • I have no IDEA what happened, I've already tried to change some things in the programming but none of this bug goes away. any idea what i can do?

    dropbox.com/s/w6qfrvkshf34oe9/Desktop%2029-06-2022%2020-31-48.avi

    Here's a video showing what happens. I lowered the timescale to make it easier to reproduce the bug, but regardless of the timescale the bug happens...

  • dropbox.com/s/5w7wzmbzf1i4m61/ScreenRecorderProject3.mp4

    I apparently figured out the problem. I remembered what you had said about the behavior of the platform and if there was time for it to be activated before reaching the Y position of the red object. I just switched the stocks, lol. It was as I thought the problem was so complex but it could be solved so easily. anyway, thanks for your help guys, and sorry again for the confusion, now I can continue in peace that this damn thing has been resolved.

    thank you very mutch!!!!

  • dropbox.com/s/rfok0908gqrb5s5/ScreenRecorderProject2.mp4

    ok, sorry for the confusion. before recording the video I had done some tests using the character's collision box and not using the sprite anymore. how could i fix this, i still don't understand what is going on.

  • how do i post a video here?

  • so I changed the events to detect if the player's collider is at the Y+4 offset of the red object. yet it stops a little further above the same object. it only stops on top of the object if the animation is the same as the teleport animation ("Arrive").

  • if I compare the "on collision at offset Y" of the tilemap it also gives the same error.