Cortez527's Forum Posts

  • Hi everyone,

    I'm trying to make an adaptive-switch one-button game but I don't know how to add a double or triple click function for Keyboard or Gamepad. Can anyone help me?

    Thanks for any and all responses

  • I did more testing and realize it is sort of working if I change computer. I think the original one I used didn't support the sound options.

    That said, is there a way to increase how fast volume decreases? Thanks again for any and all responses.

  • Hello all,

    I'm hoping someone can help me. I'm trying to use the "Play at Object" feature to have a sound effect play where a bullet hits an object, while reducing volume in relation to distance (e.g. louder if it hits a close surface, quieter if it hits a further away one). The player character is the designated listener object.

    How do I use the angle values to do this? Also do the sound angles work only 180 degrees or can they work on other angles such as diagonally or vertically?

    Linked is a game file where you can shoot either 180 degrees or 215 degrees. I can't seem to get the volume to change based on distance so I must be using the plugins wrong.

    Is anyone able to help me? Thanks for any and all responses.

    Link

  • Thanks a lot for the help you've given me. I believe I finally have something workable. There are almost certainly glitches I'm not noticing but seems to be working the way I want.

    Grabber:

    Thrower:

    Link: drive.google.com/file/d/18KXX8RhIM1IbYY--4ixf-7lFt0hro3Pb/view

    Controls: Left/Right to move left and right, Up to jump, space to extend grabber and to throw. Z or hitting the blue exit will reset the layout.

    Edit: I added a fix for if the thrown item ends up inside the player or level.

  • Thanks for the response :D.

    I'm quite unfamiliar with Construct and was having trouble adding falling behavior. I want players to be able to throw the objects they pick up across distances but couldn't get a natural parabolic arch to work. Honestly, I'm not even sure where to start. Physics for while it is in the air seems to be the closest I've gotten.

    I haven't played much with the "Platformer" behavior so I'll see if I can get that to work. I stopped early on in my experiments because it wouldn't throw at a distance the way the impulse tool has. That said, I was less experienced than I am now so I might be able to solve that problem.

    I'll keep experimenting. Thanks again for the response.

  • Hi everyone,

    I have been experimenting for the past few days and I feel like I have something that almost works. At the very least, it shows what I want to happen. Unfortunately, it is incredibly buggy and it is easy to get it to lock-up if the player moves too quickly. It also stutters occasionally for reasons I can't identify.

    Is anyone able to have a look at this and see if they can help me clean it up? Anything at all would be a huge help.

    Link: drive.google.com/file/d/16cHFBbOtAbg15oPorF00S_9ME2V1hWBx/view

    Controls: Left/Right = movement; up = jump; space = extend/throw

    Note: The commands above the screenshot are to press Z to reset and to pin the grabber to the player.

    Thank you for any and all responses.

  • Hi everyone,

    I'm hoping someone can help me. I'm trying to program in a Yoshi Tongue that will extend from the player character, and be able to grab an enemy that will then be brought back to the player to be carried. The player can then toss the enemy.

    I can get it to sort of work, but for the most part it only works once and is prone to bugs if the player is moving while the tongue is extended. Also it only works in one direction, but I imagine reversing it is a matter of mirroring all the formulas.

    Another problem is that the formula I use for tossing the enemy (apply impulse at image point) doesn't take momentum into account and I'm not sure if there is a better tool to use.

    The platformer "Levelhead" has pretty much the exact system I'd like to use where boxes can be picked up with an extending arm and then thrown:

    youtube.com/watch

    File: drive.google.com/file/d/1w4wxHTXKtNMiCdJssHCIc1lnB7Xd3pmy/view

    Is anyone able to help me? Thank you for any and all responses.

    Edit: Demo Controls. Left/Right to move left and right, up to jump, space to extend grabber/toss enemy

  • Hi everyone,

    I don't know how to approach this so I'm hoping for some help. I want to recreate the swimming system from Ecco the Dolphin and I don't know where to begin. Three questions I have specifically are:

    1) How do I create the "falling" when jumping out of the water into the air above?

    2) How do I create the "bounce" effect when crashing into objects?

    3) How do I create the "dash" move where it stops moving, and then propels forward?

    If those are too many questions to reasonably ask on the forum, then the first is the most important one. So far I've gotten a semblance of the swimming by using the "8-Direction" tool with Max Speed = 600; Acceleration = 300; Deceleration = 100. I've tried applying the "Physics" tool, reversing direction, ignoring inputs while in the sky, and changing vectors but so far nothing feels like a natural falling.

    Thank you for any and all responses.

    Video of Ecco:

    youtu.be/It_eOIPgCdE

    File: drive.google.com/file/d/110qqFg9V8bA2XGLsoYjhAWCBzJlF1x9z/view

  • Ah thank you so much. I'm not to the exporting it stage so I'll have to learn how exporting is done. I appreciate the help, since I was going nuts trying to figure out why it wouldn't show in the tester.

    Thanks again.

  • Hello all,

    How do I set up admob ads that will show up in game? I added the Admob component, created an admob google account with a specific ID for the Banner Ad (Free Banner Ad template) and put in a "On layout start: Preload Banner Ad" and "On Banner Ad Received: Show banner ad at position Bottom size Smart Banner" in the event sheet. I have "Overlap: Yes", "Test: True" set as well.

    I've tried other options to but I can't get the Banner ad to appear no matter what I do. Please help. Thank you.

  • Turns out it was easier than I expected it to be. Here's my Solution in case anyone is interested:

    1) Add Boolean instance variable "DoubleJump (False) to Player

    2) +Player On Collision with Goomba

    • Player.Y < Goomba.Y -> Goomba Destroy

    Set Boolean "DoubleJump" to True

    Player: Set Platform vector Y to -400

    Touch: Any Touch Start

    OR

    Keyboard: Any Key Pressed

    : Player is DoubleJump -> Set Player Vector Y to -750

    Set Boolean "DoubleJump" to False

    3) Player On Landed -> Set Boolean "DoubleJump" to False

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  • Hello all,

    I'm working on a platformer that allows double jumping and "goomba stomping/bouncing off" enemies. The double jump is using the already included double jump mechanics and work fine. For "Goomba Stomping" I use:

    +Player On Collision with Goomba

    • Player.Y < Goomba.Y -> Goomba Destroy

    Player: Set Platform vector Y to -400

    • Player.Y >- Goomba.Y -> Restart Layout

    The issue I'm having is that I'd like to be able to jump after landing on the Goomba. So far I can only activate an Double Jump after the "bounce" if I used a single jump to get on top of it. Thanks for any and all comments.

  • Thanks a bunch

  • Hello all,

    Sorry if this has been answered previously. I'm having trouble getting the system measure the speed of swipes across the touch screen. I ultimately want to use that value to apply to "Bullet" sprites to give the sensation of flicking objects away at a speed relative to how fast the flick was.

    I tried using the "Compare Touch Speed" event but I'm unsure what values it requires. Thanks for any and all responses.

  • There will be other conditions that can destroy the snails without it leading to victory so that suggestion won't work. Thanks for the suggestion though

    The bug has returned even while using Global Variables. It seems to be fairly random.