Chris PlaysOldGames's Forum Posts

  • [quote:hrtiebrn] It's top-down

    Sorry I misread title

    You could put an instance variable in player set to jump=0 and have it set to 1 when jumping. In your collision event with wall have it condition out jump=0.

    You might find it easier to turn off wall collision and use is-overlapping instead then if its overlapping wall and jump=1 it ignores overlap and passes through otherwise have it stop movement and maybe move back a pixel or two. The key is you need to set the jumped items collision/overlap and not the players.

  • I am with you, hope someone can tell us if this can be done.

  • If the player is jumping "over" the wall why would you need to disable anything? Sounds like you need to tweak your collision bounds in both the player and the walls, and maybe your jump power.

  • Haven't run into this but a debug trick would be to create 2 more instances of your player bullet and set them to the other two layers. They should overlap if you change nothing else and never be seen by player. This isn't efficient but it would at least allow you to rule out the layer question.

  • Give the left shooting bullets a negative speed in their properties. If the bullet object has a front and back you may want to flip the sprite as well.

    example: -100

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  • None that I have ever seen, the problem would be anything placed on that layer and then referenced in events would also have to be changed.

    Why do you need to do this?

  • There are multiple ways to do it but the essence of them boils down to... something has to tell the next layout where you want it to place/spawn the player instance when it arrives.

    Another possible way would be have a new global layout type shared with all layouts that only stores the entry and exit locations... but I haven't fooled with global layouts so don't know if this would work.

  • Turn collision for them off when you don't want them active and visibility off when you don't want them seen.

  • Put an invisible sprite with its origin point-0 where you want the origin point-0 for your character on each layout level and simply have it spawn the character at its 0 origin when layout level loaded. You will need a different one for each level so just name them ladder1-2, ladder2-3, etc. If he can return up the ladder then put ladder2-1, etc on other end...

    Why are you using layouts and not layers you set to visible/invisible?

  • Set instance variable for Shooting = 0, change it to 1 when shooting button is pressed event runs and sets it back to 0 when shooting animation ends. Have an event running that compares instance variable Shooting = 0 & Arrow key pressed that start the running animation... so it always restarts the run animation even if the player is still holding down the arrow key.

    You might have to tweak what frame to restart the running animation on so it is not as noticeable to the player as a total restart might be.

  • Here you go, this is done using the platform behavior with the jump set to space instead of up arrow (since we were using it for powering up).

    Its pretty straight forward so you should be able to tell what everything is doing.

  • Ahh ok, give me a little bit and I will throw a sample together

  • Is it a jump action or a lunge?

    Lunge would be a (here) ---------zoom------------------>(now here)

  • How old.. NES Megaman had like 2 animations Run and Run and shoot, the rest were just frame poses, stand & shoot, jump, jump & shoot, fall (was just jump pose).

  • Sooo let me see if I got this straight...

    I press and hold the down arrow, then I press either left or right arrows while also holding the ctl key... sound like a game of finger twister.

    Questions:

    Do you press down and let go to activate super state, or hold?

    Is this a platformer, side scroller, or other style. Which?

    How far forward are we "spranging"? Is this a jump action or a lunge type move?

    Does Super State have a timer or burn out period if never used?

    Answers these and I can probably throw something together as an example.