deadeye's Forum Posts

  • You can use platform behavior for NPC's, you just have to set their speed manually. There's a Jump action, too.

  • Maybe it is after all

    I'll investigate on whether or not people with these mice have had problems I guess.

  • FFXI GIL good! !wow gold

    Oh, Christ, they've invaded here too.

    <img src="http://i36.tinypic.com/29o04er.gif">

    GO AWAY SPAMMER

  • thanks for that

    yea, right now I�m working on a cannon fodder remake kind of thing. And the whole units following whoever has the highest rank thing is stumping me.

    You could always make your higher ranks different objects.

    Dunno about objects moving to protect the one with the least health though. I'm too braindead to think right now. I've got one hell of a headache.

  • deadeye: Hopefully not like the Sonic bonus stages ...

    Mhuahahahahahaaa

    <img src="http://xs131.xs.to/xs131/08364/big_twisted864.gif">

  • The y position one is fairly easy.

    +System: For each sprite ordered by sprite.y ascending

    • Sprite: send to front

    The other ones I'm not so sure.

  • HELP! IM STUCK!

    Hahahaha thats nice, maybe make him a box collision?

    I think it is a box collision, his jaw doesn't seem to be the part that's getting stuck there. It's more like the collision mask for the background is funky.

  • That screen rotating trick just game me an idea for a platform game.

    A very evil platform game

  • Then how can I exclude P and A from "For...each cell" loop?

    What he's saying is, you don't need to exclude them. Yes, the loop will run, but nothing will happen when it sees the info in those cells (unless you want it to). And it's only two loops, it's not going to affect performance any.

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  • I experinced the same problem, but after reboot I was unable to reproduce it. So, it may be a problem with Construct, not just with the mouse.

    Was it a logitech wireless mouse? Just out of curiosity.

    And yeah, I haven't run into this problem again since the last time it happened.

  • So.. if you have two platforms, you'd have to code each one seperately and not use a "MovingPlatform"

    I'm not sure what you mean.

    I also seem to have another problem: a platform moving vertically under my character seems to push the character left as well as up, for no reason I can discern. Is this normal behavior?

    No, that doesn't sound too normal.

    Perhaps you could post a .cap and I could take a look at it.

    I'd like to see some overall improvements in platform behavior... lorem ipsum dolor sit amet

    One-sided solids (aka jump-through platforms) and ladders are pretty common common features in platform games so I can see those being added as features (even though coding a ladder is a piece of cake). Things like gripping a ledge or wall-jumping aren't such general features though, and should probably be coded as needed by the user. Just my opinion on the matter.

    And I guess I don't see what what you mean about the jump, it looks pretty natural to me. Maybe you could try fiddling around more with gravity and jump strength and such, you can get different looking jumps out of it.

  • I've added collision detection for the next build - physics collisions also trigger 'On collision'. I'll see about the other features.

    You are awesome.

  • I generally have a detector sprite a couple pixels tall placed at the foot of the player sprite to detect when it's in contact with the ground, or a platform, or an enemy's head, or whatever.

    As for the platform dragging you away, yeah those are the kind of little bugs you need to try to work around when you're adding custom stuff to the platform movement. Generally it's about defining your conditions as specifically as you can, like so for example:

    +foot detector is overlapping platform

    +foot detector is not overlapping ground

    +player is not jumping

    +player is not climbing

    +player has a brown dog named fred

    • move player on platform

    It's basically all about coding for every contingency. It gets a little tiresome, but your engine will only be as smart as you tell it to be.

  • Hey, I know I said I'd post some examples but I'm feeling kinda lazy right now.

    Hopefully my post gave you some ideas to start tackling the problem on your own. If not, go ahead and PM me and I'll get around to it later.

  • If only you had the option of "toggling" between the two options, but that would most likely be lots of work.

    I'm not sure there would be any need for that. The only reason to do it really would just be to support backwards compatibility with older projects, of which there are probably few (if any) serious ones that rely on the physics behavior as it now stands. Sure, a couple people might have to change the numbers in their .caps but the benefit going forward from here is worth the sacrifice of their rather minor inconvenience. The good of the many outweighs the good of the few.

    Or the one.

    <img src="http://i35.tinypic.com/2m5fkif.jpg">