fishbone's Forum Posts

  • 2 posts
  • It's tough to describe it more clearly. I've got a strange idea in mind, I guess. It's a Mario-jump style two-stage movement, but without gravity and in 8 directions.

    7Soul's idea to break it into to key down and key released events should do the job, though. A key release while the boost timer is low means the player wants a short boost. I just need to lock out the short burst for a few frames after a long boost ends. Thanks man!

    I'm starting to get a feel for how Construct operates. Maybe. I just need to polish out the deceleration now.

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  • Hi guys!

    I'm working on a space shooter now, and I'm trying an odd movement system... but I could use some help in working out how to actually get it done in Construct.

    Here's the effect I want:

    1)The player can aim in 8 directions via the arrow keys (done)

    2)By pressing a button, the player "boosts" in the direction they are aiming (no problem here either)

    3)Boosting is two-staged- tap for a short movement, press fully for a bigger burst (problem- my current implementation doesn't properly lock out other movement directions while waiting for the next burst stage... ie, I get a small right boost while waiting for the big up burst)

    I'd really love to just use a switch statement in combination with a frame counter to determine the direction and distance easily, but... I honestly can't find switches, and have even had some difficulty getting simple else's to work.

    Something tells me I'm fighting the engine rather than letting it work for me, so I thought I'd send out an SOS before I crash for the night. I've got some ideas about how I could get it done, but they seem unnecessarily complicated so I am open to suggestions!

    Thanks a lot for reading, and thanks even more for any replies.

  • 2 posts