BitOfANoob's Forum Posts

  • Title says it all, really!

    How do I make it so when the player commits to a jump, he jumps in that direction until he lands?

    Many thanks.

    Noob

  • <edit: I've removed all behaviours and started from scratch>

    Okay, I've shrunk the collision polygon down by a single pixel on all sides and I've created the following events for my player to handle the collision so it doesn't stick when it touches the platform sprite. My player now fits into the gap, but the events required to do this seem ...crude.

    <img src="http://img69.imageshack.us/img69/1576/pkwg.png" border="0" />

    I know as long as something works I should be happy, but this looks scrappy to me. Is there an 'accepted' or better way of doing what I'm attempting above?

    Many thanks.

    Noob

  • A 30px high sprite won't fit into 30px high gap since it would be overlapping the sprites above and below. If two sprites share an edge they count as overlapping.

    I'd readily accept that, but can I ask how that relates to my example, here...

    <img src="http://img268.imageshack.us/img268/1112/zlsu.png" border="0" />

    My player, blue, moves along the red base freely even though it's sharing an edge along the bottom, but wont go any further into the 30px gap even though at this point it's not sharing an edge with the red platform above-right? (...actually, is it because any further movement right WOULD trigger a collision, so prevents it?)

  • I see. I think.

    I've had a look around but I can't find a way to round them off or use an int(x) alternative. Is there one?

  • Hello all.

    I've specifically designed this layout to show my problem.

    The layout is 360 wide by 90 high, and I have a platform at 30 high & solid, and a player at 30 high with platform behaviour.

    I've snapped the layout to grid 30x30 and I've put the platform at both the top and bottom of the screen, supposedly leaving a 30 high gap in the middle, yes? But will my player fit in there? No he wont.

    I cant see any overlap and don't know why he wont fit!

    I have the .capx file here - wontfit (grey 'Download This File' button towards the bottom)

    Any help much appreciated. I am an utter noob, after all!

  • Ahh - didn't see that properties description at the bottom.

    1000 pixels per second sounds like a lot until you divide it up in to frames per second.

    Many thanks.

  • Dear all,

    Do the units in the properties actually equate to something meaningful?

    On the Platform behaviour for example, what does Max fall Speed actually mean? I see the default is set to 1000, but that's obviously not pixels.

    Maybe it's 100x the unit, as I could well understand a max fall speed of 10 pixels.

    ...or am I just thinking about this in the wrong way?

    Noob.

  • Dear all,

    I'm trying to learn to use C2 without the use of behaviours (am I on a hiding to nothing here?) and am trying to get one sprite to interact with another - as much as a player object would against a solid.

    The only way I can think of doing this is to check the collision status after the key press and coord update, but before these changes are submitted to the screen ...and cancelling the change if there is a collision.

    I'm just darned if I know how to do this in C2.

    Any pointers much appreciated.

    Noob.

  • Thank you, all.

    I do search the forums and examples prior to asking questions here, but maybe their very simplicity means I get 1000s of unrelated results!

    Thank you for exlaining that the solid behaviour only works with other behaviours and that, therefore, my only option is to perform a fiddly advance check on key press, but before movement.

    Perhaps I'm trying to reinvent the wheel here, hmmmm!

    Noob

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  • Dear all.

    Noob question #3

    Okay, I have my object moving about the screen and I have a object with the solid behaviour assigned to it.

    When my movable object comes into contact with the solid object, it just passes straight through as if it wasn't there.

    I can detect contact as I have triggered other events when they touch; however, how do I make the solid actually act as a solid and prevent my movable object from passing though it?

    Other than the 'solid' behaviour, I want to do this using events only.

    Many thanks.

    Noob

  • If that means I can't break a behaviour down in to its component events, then that is what I mean, yes.

    Thank you.

  • Dear all,

    In my quest to learn this splendid tool, I assumed, perhaps wrongly, that I would be able to view the events behind certain Behaviours to see how they function.

    Am I mistaken, are you unable to view the bits that make up a Behaviour - is it a DLL or something?

    My continued thanks for your patience while I ask these frustratingly newbie questions.

    Mr Noob.

  • Thank you, both.

    Even though I knew it from the newbie tutorials, I neglected to put a KEYBOARD object on my layout ...so how the darn was I supposed to check for key input? Can't see the wood for the trees, me.

    SET X TO ball.x+4       ...is my new best friend.

    Journey of a thousand miles starts with ...4 pixels in my case.

    Again, thank you.

  • Dear all,

    I'm very new to C2 and am trying to ignore habits and methods I've picked up elsewhere.

    To help with this, I like to strip things down and understand how they work. So, while I appreciate adding a behavior is the simplest way to create 8-way or platformer movement, I'd simply like to know what steps are required to make my object move left and right when I press the appropriate arrow keys.

    So, I have a ball object on the layout screen, but I can't find the relevant events that equate to:

    <font color=blue>IF RIGHTARROW KEY IS PRESSED, MOVE BALL OBJECT 4 PIXELS ON X AXIS</font>

    I have searched the forums, but maybe I'm using the wrong search criteria.

    Any pointers much appreciated.

    Noob.

  • Two extremely helpful answers. Thank you.

    I think I'm going to like it here.