Asmodean's Forum Posts

  • totoe I take a look, but it will take some time. I'm a little busy at the moment.

  • No, offset(0,1) is 1 pixel in Y-direction.

  • I wouldn't mix platform- and physic-behavior. That can cause bad side effects.

    The physic-behavior has 'VelocityY' what you can use.

    + Player: Is overlapping Ground at offset (0, 20)

    + System: Trigger once

    -> System: Set impactSpeed to Player.Physics.VelocityY

    It's not so elegant, but it works. The problem is the elasticity of your falling object. It jumps several times when it hits the ground.

    You have to tweak the offset of the overlapping. It depends on the elasticity and the size of the falling object.

  • If you use the platform behavior you can use 'vector y' (pixels per second).

    + Player: Platform is falling

    + System: impactSpeed < Player.Platform.VectorY

    -> System: Set impactSpeed to Player.Platform.VectorY

    you have to set the variable impactSpeed to 0 by the beginning of every falling:

    + Player: Platform On fall

    -> System: Set impactSpeed to 0

  • Its not a tilemap object its just a sprite object with name "sp_tile".

    Oh, sorry I misunderstand that.

    This won't work. You use an 'and'-block. So there are opposite conditions in this block and the block will always be false. That should be an or-block, but 'Pick instance' is only for one instance, so it will only pick one instance (the last one) and pickCount would be 1.

    You have to split that up in 4 events and count the instances separately.

  • I don't think it works that way. 'Pick by evaluate' is for instances and a tile is not an instance from a tilemap.

    I think you have to loop through the tilemap tile for tile and look if the surrounded tiles are the ones you want.

    I made a little example:

    drive.google.com/file/d/1trh6LVRnulewZ2v7LrfXQSfkhk39NMkv/view

  • Use else in the second condition F=2.

  • Ashley does that have any effect on the preview in C2?

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  • You have to assign the 'Screens' event sheet to your 'Start' Layout.

    Click in Projects on your Start-Layout and then in the 'Layout properties' assign the Screens event sheet to the layout.

  • If you use the Platform-Behavior you can do that with 'Set Platform vector Y to'.

    You can use an instance variabel on your jump rings and set every value individually.

    + Player: On collision with jumpRing -> Player: Set Platform vector Y to -jumpRing.jumpForce

    Vector Y has to be negative to jump up.

  • I don't can help directly, but maybe I would help you if you took a little 'Inspiration' on Parodius from Konami. I think that is the look you want.

  • Works for me. Try 'System: Wait for previous actions' to complete before 'LocalStorage: Get item "a"'. Maybe it's a timing problem.

  • drive.google.com/file/d/1iEbadOvnUgqd_ulvRGhOVyGg7KEYS3m0/view

    The disabled events should do the same as the events which are under this block. But it doesn't work correctly. Don't know if I done something wrong or if there is a bug with OR and MouseOver. So it's now a little more complicated.

  • It depends. The easiest would be to use:

    + System: Player.Y+Player.Height÷2 > Box_PushPull.Y

    Now you compare the bottom of the Player sprite with the middle(origin) y-position of the box. But if both sprites not at a same level you have to adapt it again. For example the Player and box are not the same level and the box origin is lower than the player bottom then it won't work again.

    But it depends what you want. Maybe you won't that the box is movable if player and box aren't level.

  • This is because of Player.Y > Box_PushPull.Y in event 5 and 11. The y of both sprites is the y position of the origin of the sprites. If you make the Box smaller the y value increase, because the origin of the box gets nearer to the bottom of the Viewport/Layout. Eventually Box_PushPull.y is greater then Player.Y when the Box is small enough.