Eklofakka's Forum Posts

  • Sorry for bad typos, on my phone.

    **EDIT** I actually see some more problems. I'll take a look when I get access to my comp.

    In the first example I think I see two problems.

    First problem is that, in the block where you are checking the MapChar Directions, they are all in the same block. So they basicaly work as an 'and' condition. Which means they all have to be true.

    The second problem, which I believe is in the second example aswell.

    The Set Animation (play from start) is being called every frame when the touch is active. So the animation constantly starts over.

    I hope that made sense and that it'll help.

    It sounds like you like problem solving so I'll leave the solution for you to figure out.

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  • Happy to help!

  • What is wrong with the bouncing?

  • Happy to help.

  • First I would add the 'Jumpthru' behavior to the platform then something like this:

    -'Switch Triggered'

    --'Platform' Solid = disabled

    --'Player' platform 'Fall Through'

    --'Platform' Jumpthru = disabled

    Hope that makes sense.

  • For this I would add to the yellow cube 4 booleans (UP, RIGHT, DOWN, LEFT) and leave them on false as default. I don't know what the blue paths are called, but I'll just call them 'Blue' in this example.

    -At Start of layout

    -For Each 'cube'

    --'YellowCube' overlap 'Blue' at offset Y= -2

    ---'YellowCube.UP' = True

    --'YellowCube' overlap 'Blue' at offset Y= 2

    ---'YellowCube.DOWN' = True

    --'YellowCube' overlap 'Blue' at offset x= -2

    ---'YellowCube.LEFT' = True

    --'YellowCube' overlap 'Blue' at offset Y= 2

    ---'YellowCube.RIGHT' = True

    Then whenever you make it to a yellow cube you just check its booleans. Hope it makes sense.

    **Edit** You might need to adjust the offset numbers.

  • Are you sure you really need a 'proper' pathfinder? Would it not be possible to use a more basic waypoint system? Each time you put down a track it adds it self to the trains waypoint list.

    Then, whenever the train reaches the end of the waypoint list, you lose.

  • Making the AI can be a difficult process. It all depends on how complex you want it. But I suggest starting with the link below. Luckily there are a lot of tutorials on the subject.

    htt ps:/ /www.scirra.com/tutorials/top/page-1?difficulty=1&cat=404&lang=1&dmode=detailed

  • Having played your 'Super Bounce Bounce', I assume that what you want is the player to move while the touch is 'down'. In that case I think the way to go is something like:

    -Touch 'Is In Touch'

    --Touch.X < (Window.Width / 2)

    ---Player Simulate Control 'Left'

    --Touch.X => (Window.Width / 2)

    ---Player Simulate Control 'Right'

    I hope that made sense but it should work I think.

    **Edit** You might be able/want to change 'Is in Touch' with 'Touch on Hold'. You'll have to try both.

  • It sure is.

  • Glad to help.

  • I believe what you are after is Parallax. What you do is, you put the background on a separate layer. And under that layers 'Layer properties' there's a thing called 'Parallax'. As default it's set at '100, 100'. If you want the background to scroll slower than the foreground; lower the values to e,g '50, 50'.

    Give it a go and test for you self. It's really easy to set up.

  • Not sure what you mean. Some kind of parallax?

    It would be useful if you could post a link of said Sonic game for reference.

  • -On 'A' pressed

    -Kick animation NOT playing.

    --Set animation to 'Punch'

    Do that for both attacks and it should work just fine until you start to add more attacks. Then you have to add all of those to all of the other attacks conditions. So I would rather do as shown below if you have for example an 'Idle' animation that activates after an attack..

    -On 'A' pressed

    -'Idle' animation IS playing

    --Set animation to 'Punch'

    This way you just add every attack and they wont interrupt eachother.

    I hope that made sense.

  • If I understand your problem correctly, I think I would do something like this.

    -For Each 'Red'

    --Pick nearest 'Blue' to 'Red'

    ---If Distance('Blue' to 'Red') < 100

    ----'Red' Set Bullet angle towards 'Blue'

    ----'Red' Set Bullet Speed = 50

    -Else

    --'Red' Set Bullet Speed = 0

    I hope it makes sence and that it will be of help.