I guess not.
Maybe I haven't explained myself well. The following entity moves beside the player and they both use the platform behavior. Say there was a wall to the right of the player and i move it through that wall to the other side, the following entity would move with the player but get stuck at the wall and not be able to join the player on the other side of the wall. Thats what I want to achieve.
Pretty much. They both have the platform behavior but the following entity doesn't jump.
They may also have to be treated differently when just moving (not jumping).
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Hi,
I'm looking for a way to make a platform that acts in a similar way to the solid or jumpthru behaviors but only effects certain objects. I have a sprite that follows my player sprite that needs to be blocked by the platforms but the player needs to be able to go over them.
Thanks!
OK so I've fixed it so that you fall when the player isn't on a platform but the whole system is still a bit rickety so I was wondering if anyone would do me the honour of messing around with it and suggesting ways that it can be improved! Improved version at the same link.
Thanks guys!
Non short link!
dropbox.com/s/8x13ggf3vdyw0a0/BEU%20Base.capx
Hey,
I've been making a game where the player jumps from platform to platform an can move around on the platforms in a 3d style (although the graphics don't show it and I haven't put in a z variable).
I've been stuck on this for a while and I was wondering if you guys could think of any way of allowing the player to jump off of a platform onto one directly below, through the one the player jumped off.
Capx: db.tt/aAFbQZkI
Cheers!
Thanks Procrastinator, that works well now. The timer looks like a far more robust system.
Thanks again guys, nice one.
dropbox.com/s/thtzc3nb1r21q8r/Spacewarripoff.capx
Hi Guys,
I've been trying to set the spaceship controls so that it is only possible to fire after an interval so that spamming doesn't slow down/break the game.
Using a global variable as a boolean to detect if the button has been pressed recently only seems to work occasionally which means that after the first interval has been reset, the game allows the player to spam fire again.
You will find the events at the top of the controls group.