Dayvid86's Forum Posts

  • Comment tu veux traduire ça toi hein ?, c'est très mal foutu ce truc, sans compter les erreurs de grammaire de la source, looool.

  • Hello,

    Registered for French but don't know how to use the translation, how does it work ?

  • Since the last update, it seems to be working much better, well done!

    However, two small issues for me with over 12,000 objects.

    Double-clicking on an object in the bar doesn't show the desired object except under certain conditions, normally the editor should scroll to the object and select it, but sometimes it does, and sometimes it also changes the zoom to minimal, which is a pain!

    Otherwise, right-clicking selects the object, that's ok, and the option that basically says "scroll to object" works very well, normally if I double-click on an object in the bar, it should go to the object and select it by moving the camera.

    Good work.

    I'd also like the rest of the software to be translated into French... I can help with that, because some things shouldn't be translated, I think, because personally there are things I can't use with C3 because I don't understand what it does (table, map, etc.), whereas I know how to use them in a programming language!

  • This bar is very practical, but cannot be used with too many objects, as it makes C3 row a lot.

  • Hello, I've written to your email address.

  • In fact a condition can only process one instance of an object at a time, so if I put the same object in the condition several times, it doesn't work, in my case I can't ask at the same time if player is in collision with scale and if something else is in collision with scale, it will not work because it will select the same instance of scale which does not work in my case, so I have to manually search if the player is in collision with a scale and if this is the case then I must use a boolean type variable to indicate that this one is in collision with a scale, the same for the other objects, here a point, so I am finished by succeeding in what I wanted to do and all settling as needed but not without difficulty.

  • it does not work either:

    This works but I have to add the other condition but it doesn't work:

    ----------------------------------------------------------------------------

    + Keyboard: The ↑ key is pressed

    + PlayerTopPointer: Is overlapping Ladder

    ----+ PlayerBottomPointer: Is overlapping Cubes

    -----> Player: GridMovement - simulate the pressure of Up

    ----------------------------------------------------------------------------

    So the bottom 3 images don't work:

  • could you please try this example and tell me if it's normal, but I don't think so.

    Go to the bottom where there is an empty square, press and release the up arrow key once and quickly, the character goes up one square, that's normal, now start again, it doesn't work anymore, the character doesn't want to no longer go up, yet the condition is met (event 4), now start again but let the up key be pressed, the character climbs the 3 ladders and here it is also normal, I do not understand what is happening when the first time he don't want to go up?

    drive.google.com/file/d/1AxDRguQckfTT0gEQ646RYG4vT0MmyCb-/view

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  • > When you jump to climb the ladder if it's high up, as is my case here, when you deactivate the "platform" behavior, it will retain this jump, and when you no longer touch the ladder, it will resume its jump.

    When you re-enable Platform behavior, set Velocity Y to 0.

    dop2000 Ah thank you so much for this tip, really.

    I now only use the platform behavior.

    But as a result, when my character is at the top of the platform, he hops around a bit, which is annoying!

    I'd also like to be able to jump if I want to when the character is at the top of the ladder!

    UltraLion, yes because it's very useful, there's an example but it's not necessarily suitable for everyone, plus you can't jump with the character in their example whereas I can!

    And there was no topic dedicated to this with the right keywords, so it will be useful for others.

    I'm posting my example here for people to see:

    drive.google.com/file/d/1h6MNhcgctVpl8N0ozyWai7HL0wCSFZlA/view

  • Creating a platform game with realistic scales.

    Yes, I know, this subject has been reviewed many times and yet I haven't found anything that suits me, even the platform example provided doesn't suit me at all!

    When my character is on the ladder, then, he can move right, left, up to go up the ladder and down to go down.

    Ok, well, that's easy, you might say, "platform" behavior and possibly "8-directions", but when the player touches the ladder, we disable "platform" behavior and enable "8-directions", and vice versa, when the player is no longer in collision with the ladder, we enable "platform" behavior and disable "8-directions"!

    Well, yes, but no!

    When you jump to climb the ladder if it's high up, as is my case here, when you deactivate the "platform" behavior, it will retain this jump, and when you no longer touch the ladder, it will resume its jump.

    Well, it's not that complicated, you'll tell me: when the player touches the ladder, the jump force is set to 0, and conversely, when the player no longer collides with the ladder, the jump force is reset to what it was before!

    Well yes, but no!

    No change at all!

    Well then, we'll just set gravity to 0 when the player touches the ladder, and put it back to what it was before when he no longer touches it!

    Well yes, but no!

    The player will gradually fall off the ladder, and you won't be able to jump off it!

    And with conditions if you press up, down, left, right?

    Surely you could do it, but then you'd have to disable the default behavior...

    A ladder behavior wouldn't be so bad, would it? ^^

    There's no point, you can already do it, you'll tell me!

    In short... I'm looking, but haven't found it yet, so it's not as simple as you'd expect!

  • I'm sorry I can't help you because I can't understand...

    Basically, an object shoots a ray at another object, and you want to send back a variable for the object that was hit by the ray to compare it with the object that shot the ray, is that right?

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  • Hello,

    We don't understand anything, explain better, maybe give an example, use pictures.

  • Ah yes, well seen, a story about action placement, I didn't notice, logical though but not seen, like sometimes we get stuck for not much, thank you very much ^^.

  • I do not understand why the loop does not work as expected, normally all should work.

    Should be:

    Y: 0

    - X: 0

    - X: 1

    - X: 2

    Etc.

    Y: 1

    - X: 0

    - X: 1

    - X: 2

    Etc.

    Y: 2

    - X: 0

    - X: 1

    - X: 2

    Etc.

    But no, strangely it doesn't work, when I debug the game, only Y seems to work but not X!

    So there should be 7 * 7 objects, but no!

    drive.google.com/file/d/1JED2eNJuayLaqTV6vqW6Qa_clB7Qo-AT/view