dreaa's Forum Posts

  • Works perfectly fine, thanks!

  • Hello !

    I have a bug about my space input.

    There is the capx : drive.google.com/open?id=0B6phdwDtsxJkTHlvdzFjenZlWXM

    All it does is, moving a sprite from left or right at the beginning. And when you press "space" it is supposed to change the value to invert the horizontal moving.

    But, the first sub-event of space pressed is not taken.

    In the capx, if you press space while the sprite is moving to right it is supposed to go left, but it doesn't. If it is going to left and you press space it will go to right.

    If you invert the position of both event, it will hapen the same thing inverted. So the first event is just not taken by the system and i don't understand why.. :/

    If there is something I am doing wrong please tell me because i'm getting mad on this

    Things I have tried right now :

    • Testing on every thing I have (Chrome, firefox, even edge).
    • Building the project
    • Doing new project (like I have done for this capx)

    Regards.

  • Ok, I have worked on it. And fixed my bug (was also coming from origin pont, they were all bugued, kinda had to remake them all but now it's fine).

    The last thing is, if I do a " Key Down ", it is working but I want it to be a " Key Pressed ", but the problem with the pressed one is, if it's move it will not adapt the direction even with every tick because I am putting it as sub event (which I have to since the condition about the " top " " right " & co is important since it decide to which case the player will go.

    So I am wondering if there is a way to adapt this to Key Pressed (which I prefer, for the gameplay)

  • NetOne just saw ur edit, It's not that i can't use Behaviours, I just can't add new ones. I can only use the basics one of free version

  • As you can see on the screen below, I am doing an every tick, as sub event. So it just set the speed at 100 once, and then it should every tick set the angle of motion to the "case_bus" position. I think the problem comes from key pressed, but i have changed it to key down and the problem is same (even worse I would say).

    Btw, I have fixed the "tp" problem, was coming from my origin point that wasn't at the right place.

  • Well it is kinda working but with some bugs.

    First of all, the angle is setting well so it goes in the good direction.

    But, it change the start position, I don't know why.

    Then, it goes to X/Y but even if it match it just never stop (because it stop when it is totally overlapping the object it has to goes by.)

    Finally, since it's moving object, it goes to the X/Y at the moment I press the button, but it is not changing the X/Y in real time.

  • Hello,

    since it's a scholar project I can't use plugins, behaviors & co (forbidden, unfortunatly ). So I need to find a new way to do the same thing as moveTo. I have tried pathfinder but it doesn't work like I want (it can't go to an exact x/y so I can't use it). So there is a way to do like a moveTo (for the movement I mean), because at the moment I am using " set position to object " so it just TP on the other object, which is kinda ugly and making no sense in my game.

  • So you mean, at the moment I use my input i should do "button pushed" instead of pressed ? Yeah it could work but it change all the feeling of gameplay. I should try it to test if it is still good to play.

    I will consider learn to use pathfinding aswell x)

  • Hello !

    I am using moveTo behavior from rex, there is the link : c2rexplugins.weebly.com/rex_moveto.html

    What I want is doing the moveTo to an object, but my object is moving. This part is working, the problem is I have a condition that test if the overlap is enterely and sometimes (very often to be honest ^^) my moveTo bug because it goes to the X/Y at the moment my button was pushed so it isn't entirely in it and my condition never goes

    I wonder if there is way to upgrade moveTo so it automaticly correct the path until he is overlapping.

    Regards

  • Looks like it is what I want, gonna test that and come back to say it's ok or not x)

  • Hi, I've tried but this is not what i am looking for.

    I want to highlight the selectable cases which are directly neighboor from the starting case (where there is my piece). And after that I know how to do the deplacement, the thing i don't know is how to highlight the neighboor cases :c

  • Hi, I've tried but this is not what i am looking for.

    I want to highlight the selectable cases which are directly neighboor from the starting case (where there is my piece). And after that I know how to do the deplacement, the thing i don't know is how to highlight the neighboor cases :c

  • I've found an other way to do it, and it simplify my next iteration of the work. I've just put simple cases into the sprite and the sprite that has to move just go onto the cases, so it can't move out of it.

    But in the first place I was moving it by adding X pos + sprite size to the new X pos till it is overlapping. But the way I need to use it, it wasn't appropriate in the first place.

  • Yeah I've tried and it doesn't show the result I want. My overlapping object has to move "inside" the overlapped, and pinning it would stop any movements.

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  • Hello !

    I have an object overlapping an other one and it absolutly needs to stay in this condition, but I don't know how to do this.

    To illustrate it properly, I would like to adapt the " Bound to layout " behavior to a bound to object.

    Regards.