dop2000's Forum Posts

  • Try offset X=0, Y=10 for down,

    X=0, Y= -10 for up

  • I meant something like this:

  • if player is overlapping enemy at offset, set isCollide to 1

    Else set isCollide to 0

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If you put something like "Enemy destroy" in event #18, you'll see that the collision between the enemy and player is triggered.

    To stop movement you can use "overlapping at offset" condition.

    For example, if your virtual joystick is between 316 and 45 degrees, check if player is overlapping enemy at offset X=+10. And if it is, set isCollide variable to 1.

  • Have you tried "Add item at" action?

  • Do you use Platform behavior?

    You can add an instance variable "Direction". At first set Direction="right"

    On collision, mirror the sprite and change Direction to "left"

    On every tick:

    If Direction="right" , simulate Platform pressing Right

    If Direction="left" , simulate Platform pressing Left

  • It should still work, you just need to pick correct objects.

    It will be easier to understand your problem if you share your capx.

  • Here is the working link to that effect:

    https://1drv.ms/f/s!AlDGczITUGYolGLWEwNc0TeU1VQk

    Making a trail of sprites is easy - on each tick create a "trail" sprite, send it to back of the layout. Add Fade behavior with about 0.2s fade out time and set "Destroy after fade out=Yes".

    Or you can do this with Particles (if your character is not very big). Create a trail particle with the same image, put it behind the character, pin them together, set particles speed=0, timeout=0.2s

  • Shouldn't it be "Player_Box set Platform vector X" ?

  • You can post a screenshot of your event sheet or a stripped version of the capx with just one platform object and nothing else.

  • Try these links:

  • The link is right there, just remove spaces.

  • Your link is not working - error 403 Forbidden.

    Try opening it yourself in different browsers.

  • Could you share your capx?

    Because I tested the code I posted above and it works.

  • On your first level you have thousands of small objects (trees, trunks, shadows, plants, AttackReach sprites etc.), many of which have Chipmunk or Solid behaviors and are part of various collision checks.

    There are ~70 thousands collision checks performed on every tick and these objects are responsible for about 90-95% of them.

    You will never get good performance with this approach.

    I would recommend using a single solid tilemap as a landscape collision map and disabling collisions for all those small objects.

    To identify what is causing performance issues, you can delete objects one by one and see if it improves the CPU utilization and FPS in the Debug Mode. Do the same with events - disable groups of events and see if performance gets better.