dlunsford2650's Forum Posts

  • 15 posts
  • Wow, I can't believe I missed that. You are amazing, thank you so much!

  • Maybe, the problem is I'm not much of an artist and was hoping to use this free to use art, at least for a while.

    I was hoping there was some way to "help" the platform behavior so my character could climb those slopes.

  • I'm still banging my head against the wall. I've tried a few different things but nothing seems to be working. Is there a maximum angle degree that can be climbed using the Platform behavior?

  • Hey everyone,

    I'm making an autorunner game utilizing the Platform behavior. I'm running into an issue where my player gets stuck on slopes. Admittedly, the slopes are pretty steep but not ridiculously so. The platform behavior is applied to a rectangle and the player animation is set to the rectangle's position every tick.

    I was able to find a lot of forum posts regarding issues with slopes and the platform behavior, however, nearly everyone I found either linked to a deleted forum post or a dead link in Dropbox.

    Here is a link to the project.

    dropbox.com/s/i9sjgezmeftno6h/Autorunner_slope_issue.c3p

    Things I've tried to resolve the issue:

    1. Every Tick --> Set Player Angle to 0

    Player is Overlapping Platforms at X=0, Y= 5

    Platforms Pick Nearest, spr_playerBox.X, spr_playerBox.Y --> Set spr_playerBox Angle to Platforms.Angle

    This seemed to have no effect.

    2. Player on collision with Platform

    Platforms Pick Nearest to spr_playerBox --> Player Rotate 3 degrees towards Platforms.Angle

    This also seemed to have no effect.

    I've heard mention of using multiple invisible detector sprites, but couldn't find an example of how to do this. I tried implementing it on my own, but it didn't seem to do anything.

    I'm sure this issue has a fairly obvious solution, but I can't seem to figure it out. Thanks in advance to anyone who offers help.

  • Hello everyone,

    In my game, I'm having issues preventing sprites from being created inside of other objects. See GIF below:

    media.giphy.com/media/XvlHzc1smlvYnVcMIp/giphy.gif

    As you can see, it is sort of working, however, it always spawns the spring object to the right side of the boundary block.

    Desired Behavior

    When the player drops the spring block (called spr_uiSpring in project) I want it to test if it is overlapping the red boundary box (called spr_boundaryBox in project). If it is, I want to automatically move the spring block to the left or right side of the boundary box, depending on whichever side the spring block is closest to when it is dropped.

    I'm testing the angle of the spring block to the boundary block and then comparing the angle in a function, as seen below:

    drive.google.com/file/d/1oCiQAQubzW8zhUA76W3if97-WbJtEGSQ/view

    The function is called when the spring block is dropped, as seen below:

    drive.google.com/file/d/1O_LsMLjv3ZgM39ChByiU-yKoVv535E9g/view

    Once the spring block has been dropped in the correct place, is creates a spring, as seen in the GIF above. I don't want the spring to spawn inside of the red boundary block.

    I may be doing this a really dumb way. If anyone has any recommendations on how to fix my logic, or provide an alternative way to achieve my desired behavior, I would really appreciate it. Here is a link to the entire project file:

    drive.google.com/file/d/1kMXp6Wy_yRyBHVND22n3LgDcTqo1JmTA/view

  • Wow...I feel dumb. It is so obvious, but I completely missed it. Thank you so much for your help, I sincerely appreciate it

  • Whoops, used embed link on the gifs instead of URL:

    Correct Knockback: gph.is/g/Zk8OK2A

    Incorrect Knockback: gph.is/g/ZYP6Bjn

  • Hello,

    I apologize in advance because I feel the solution for this problem is fairly simple, but I can't quite figure it out. I've combed the forums and have found similar questions to what I'm asking, but nothing has fixed the specific issue I'm having.

    The Problem

    The game I'm making is an autorunner. Instead of using the Scroll To behavior on the player, I have a sprite called spr_ScrollToBlock that is set to stay ahead of the player by an X value of 500.

    The issue is difficult to describe, but easy to understand when you see it. If the player collides with an obstacle before the screen starts to scroll, the knock back effect is applied correctly, as seen in the picture below:

    <iframe src="https://giphy.com/embed/O0L0onyK0A8fHfjPGU" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/O0L0onyK0A8fHfjPGU">via GIPHY</a></p>

    As soon as scrolling begins, however, the knock back effect no longer works when the player collides with an obstacle:

    <iframe src="https://giphy.com/embed/g7SInooUIP4VwzkDc2" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/g7SInooUIP4VwzkDc2">via GIPHY</a></p>

    Attempts to resolve:

    As previously stated, I feel like this is an easy to solve issue, I'm just missing something simple. I've tried to resolve the issue by doing the following:

    If you have any suggestions, please let me know. I greatly appreciate it.

  • Oh, I was not making the connection that those events weren't related. Thank you so much!

  • Sorry, I removed it because I couldn't get it to work. I've tried creating a boolean variable for the Blocks family called placedOnGrid and creating an event that states

    Blocks -> On Drop | Set placedOnGrid -> True

    Then I create a sub-event that says

    Blocks -> if not placedOnGrid | Subtract 1 from Blocks Available

    When I go to test, blocks that are placed on the grid can still be tapped and it subtracts 1 from the blocksAvailable variable for each tap. I might be putting the sub-event in the wrong place though.

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  • Hello! I'm building a game where players build a course with draggable blocks in order to guide a ball to the goal. It is kind of hard to explain, but easy to understand when you play the game.

    https://www.dropbox.com/s/m3r945n7tst0snc/Rolling_Ball_Prototype.capx?dl=0

    I want to limit the number of blocks the player can use on each level. At the beginning of each layout, I set a global variable called 'blocksAvailable' to a specific number, depending on the difficulty of the level. For instance, on level 1, I set the blocksAvailable variable to 5, so the player has 5 blocks to use.

    I subtract 1 from the blocksAvailable variable anytime a player drags and drops a block anywhere other than the UI block (at the bottom of the screen) or one of the red barrier blocks.

    Here is where the issue comes into play. If I accidentally tap one of the blocks I've already placed on the grid, it subtracts 1 from the blocksAvailable variable. Each block should only be able to subtract 1 from the blocksAvailable variable. I've tried to control this by using the "Trigger Once While True" system event, using a variable called "placedOnGrid", and a couple of other ways I can't recall right now. None of my attempts have solved the issue.

    Eventually, I want to add the ability to flip blocks along their X axis by double-tapping them. This won't be possible if I can figure out a way to resolve this issue. Any help that can be provided would be greatly appreciated.

    Please let me know if any additional information is needed.

    The file above wasn't working, so here is the project in c3p format and capx format:

    dropbox.com/s/gb8p7shemsrmhp8/Rolling_Ball_Prototype.c3p

    dropbox.com/s/m3r945n7tst0snc/Rolling_Ball_Prototype.capx

  • Weird, I'm not sure why the .capx isn't working. I'll try it again and also include a c3p file

    dropbox.com/s/m3r945n7tst0snc/Rolling_Ball_Prototype.capx

    dropbox.com/s/gb8p7shemsrmhp8/Rolling_Ball_Prototype.c3p

  • Hello! I'm building a game where players build a course with draggable blocks in order to guide a ball to the goal. It is kind of hard to explain, but easy to understand when you play the game.

    https://www.dropbox.com/s/m3r945n7tst0snc/Rolling_Ball_Prototype.capx?dl=0

    I want to limit the number of blocks the player can use on each level. At the beginning of each layout, I set a global variable called 'blocksAvailable' to a specific number, depending on the difficulty of the level. For instance, on level 1, I set the blocksAvailable variable to 5, so the player has 5 blocks to use.

    I subtract 1 from the blocksAvailable variable anytime a player drags and drops a block anywhere other than the UI block (at the bottom of the screen) or one of the red barrier blocks.

    Here is where the issue comes into play. If I accidentally tap one of the blocks I've already placed on the grid, it subtracts 1 from the blocksAvailable variable. Each block should only be able to subtract 1 from the blocksAvailable variable. I've tried to control this by using the "Trigger Once While True" system event, using a variable called "placedOnGrid", and a couple of other ways I can't recall right now. None of my attempts have solved the issue.

    Eventually, I want to add the ability to flip blocks along their X axis by double-tapping them. This won't be possible if I can figure out a way to resolve this issue. Any help that can be provided would be greatly appreciated.

    Please let me know if any additional information is needed.

  • Thank you so much! I really appreciate the suggested fix and the advice about mixing physics with other behaviors. I'm going to take another look and see if there is another way I can accomplish my intended outcome.

    Thanks again!

  • Hey everyone,

    I'm fairly new to Construct and am encountering an issue I have been unsuccessful in resolving for several days. I have combed the forums and spent a lot of time testing different solutions, but nothing has worked thus far.

    https://www.dropbox.com/s/d5tf8m99ulfmp7c/Untitled_rolling_ball_game_test.capx?dl=0

    Game Objective

    The goal of the game is for the player to create a path using the available blocks at the bottom to reach the goal (checkered black and white box). When the player drags a block overlapping another block or within LOS (64 pixels) and drops it, the block will pin to that block, allowing the player to construct paths for the ball fairly quickly. I'm using families to control the majority of the logic for the blocks. Using families resolved a lot of the earlier issues I was having (instances of the same object type not pinning together, etc.). However, it has caused a new issue I wasn't encountering when not using families.

    The Issue

    When a block leaves the UI block and is dropped on the blue tiled background, collisions with the ball should be enabled. When a block is being dragged, collisions with the ball should be disabled. This works for the most part, except when I'm dragging an instance of a block that already exists on the blue tiled background. Collision is disabled for all instances of the object type, not just the block I'm dragging.

    Solution Attempts

    I'm willing to bet the issue comes from a lack of understanding on how Famiilies function on my part. Here is what I've tried so far to fix the problem:

    1.I tried creating a Boolean instance variable on each individual block instead of the family called 'canCollide'. When a block is dropped on the grid, the 'canCollide' Boolean instance variable is turned on. When a block has the 'canCollide' instance variable set to true, collision with the ball is enabled. This didn't seem to make any difference.

    2. Stop using families and program each individual block. The issue when I do this is I can no longer pin instances of the same object type to each other, which is critical for the "feel" of the game. Pinning blocks to one another has to be fast.

    Any help you all could provide would be hugely appreciated. Please let me know if any additional information is needed. Thank you!

  • 15 posts