EVAPilot's Forum Posts

  • 12 posts
  • I ditched the timer and used a variable and set add 1 to variable every 0.25 seconds that the button is held down so that seems to have fixed the issue. It doesn't respawn until it's picked back up or after a cooldown if it's destroyed (outside layout) and releasing the button too early simple resets the variable to 0. I also used the less than speed condition to stop the ball like you suggested and also added a platform behavior on stopped so it drops to the ground and doesn't stay hovering. That seems to have stopped the glitching so it's all working now.

    And yea I'm not sure why everything I posted was being flagged. It started when the forum switched to C3. Maybe it's because I'm on mobile.

    Anyway, thanks again for the help :)

  • Also, I just realized if T is tapped but not held during the full duration of the timer, it locks the ball from ever being spawned because it sets the value to "false" but it did not work using "is down" either.

    Also it's getting really annoying waiting for moderator approval on every reply I post

  • Awesome, I changed it like you said and also added a condition for "true" to "on pressed" and that seems to have worked :) As for the slowdown, I used the /2 on collision with ground and it does slowdown but when it reaches the end of deceleration it starts glitching really fast in place. It also doesn't actually stop on the ground. It's slightly levitating while twitching. I'm not sure if that's because it's still trying to bounce even though the speed is 0?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I'm working on a throwable object (a basketball) that needs to be charged to throw. I've got it working pretty well with the bullet behavior and a timer. The problem is I can spawn multiple balls at will after charging and would like to limit it to one at a time until the ball is picked back up. I have been unsuccessful with setting instance variables restricting a second charge before the first ball is picked up but I just break it every time.

    I am also trying to figure out a way to get the ball to slow down and stop bouncing over time so it's not continuously bouncing all over the place but I've been unsuccessful with that also. Hope someone can provide some insight, as always it's greatly appreciated :) I have uploaded a screencap of the events.

    i.imgur.com/Frc6xzR_d.jpg

  • I am wondering if this can be done without physics? Just looking for a basic mario world-type spike ball and chain that rotates 360 degrees with jump through on the chain and damage on the spike ball

    Also looking to implement a basic swinging pendulum that simply swings back and forth

    I'm guessing these can both be accomplished with either sine behavior or physics but I'm curious as to which would be more efficient and the best way to pull these platform elements off.

  • Looking for the best way to implement underwater platforming when the player is overlapping a water sprite similar to swimming in Super Mario World. I have found some other threads regarding this but all of the capx links seem to be dead

  • Awesome kriand that is perfect, exactly what I was looking to implement! Thanks for taking the time to throw that together I will take a look through the events to implement this in C2. Thanks again!

  • bump?

  • Set Vector X for horizontal bounce back or Set Vector Y for vertical launch on jump works for a good bounce. 500 might be too much but you can adjust the distance.

  • Looking for some insight. I'm trying to create a spring type damage object that consists of two pieces, a spring and a damage block on the end (the spring is able to be passed through but the block is solid and causes damage). I am trying to have the spring extend quickly after a couple seconds toward player, sit extended for a second or two and then retract toward the starting position slowly.

    I have tried growing a sprite with set width but I think I'm doing something wrong because I can get it to extend but it will not retract.

    Also, I would like to have the damage block on the end able to have the player grab once its extended, pull back by moving backwards and once the button is released have the spring retract quickly toward the starting point, destroying it.

    Looking for the best way to pull this off. So,

    1) Damage block pinned infinitely to the end of the spring, moving with it

    2) Extend and Retract

    3) Grab block on extend, pull back and release to damage starting point

    Hopefully someone has a good idea on how to pull off this idea. I would appreciate any advice or insight thanks!

  • Awesome, that worked perfectly! Thanks so much

  • My topic keeps getting deleted.

    Hi, this is my first post

  • 12 posts