Forumpy's Forum Posts

  • I'm trying to sort out a ledge climb but having some issues. At the moment, I have it set so that when an invisible detector in front of the player overlaps with an invisible detector on the edge of a ledge, the player's position is set to the position of the ledge detector. The problem is that when the ledge climb animation is finished it still snaps the player to the ledge. I can't seem to change this. It's as though when the player's position has been set to this detector, it cannot be undone.

    Setting the player's position only triggers when an instance variable inside the player ledge grab detector is true. The detector is set to not overlap the ledge detector during the end of the climb animation however. I don't know what could be going wrong.

    This probably isn't the most efficient way of doing this. How would I be able to fix the positioning bug? If not, what would be the best way to achieve a ledge climb?

    EDIT: I've followed another ledge grab capx in design, but there are differences. His never changes the value of x and y when actually grabbing the ledge. Mine on the other hand plays the animation, but the x and y vectors stay the same. I'll upload the capx for an example. Let me know what you think.

    filedropper [DOT] com /testproject1

  • I have created a spotlight using the two layers and 'Destination Out' blending mode. However, I have noticed it cannot support different coloured lights. My idea is that my character will be able to run through a corridor on alert, and the red warning lights will illuminate him with a sharp, dark red light. Is there a way Construct 2 can produce this kind of effect?

  • I want my character to climb up a ledge when attached to it. I'm already having trouble properly positioning the character when the marker overlaps with the ledge, but what I want to happen is the character to automatically climb the ledge when grabbing it. The problem is I don't know how I could get the character himself to move onto the the top of the ledge. At the moment, the animation plays with the character climbing but not physically moving. Would I need to actually change his x/y values every frame of the animation? Or is there a more convenient way of doing this?

    Thanks!

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  • > I want to get an idea for how plausible this would be to create. The idea is that the player can shoot a rope at a designated area, then swing from there to the other side, similar to the rope swings in Sonic 3 but the player can make them spawn at certain locations. Would this be a possibility in Construct 2? If so what would be the best approach to making this kind of system?

    >

    > All help appreciated!

    >

    Have you tried the facility?

    Throws up lots of threads, some with example .capx attached.

    Thanks man!

  • I want to get an idea for how plausible this would be to create. The idea is that the player can shoot a rope at a designated area, then swing from there to the other side, similar to the rope swings in Sonic 3 but the player can make them spawn at certain locations. Would this be a possibility in Construct 2? If so what would be the best approach to making this kind of system?

    All help appreciated!

  • I'm trying to create a wall jump styled obstacle for an auto-running game. In theory, when creating the initial idea, it seemed like it would work the same as in a traditional 2D platformer. However, going from the auto-runner implementation method, whereby the world is physically moved left with the bullet behavior, it seems implementing a wall jump in this environment will be challenging.

    The way I expected it to work at the moment was to set the player's X and Y vector to a value when the player is touching a wall. The Y vector works perfectly fine, but it's the X vector that I am having problems with. It seems since the world is physically moving left, setting the X vector in that direction will not produce anything since they are already moving in that direction because of the collision with the wall. This is just my theory from messing around with the situation. If anyone has an explanation for why this wouldn't work I'd appreciate it very much!

    In any case, what would be the most efficient way of creating a wall jump in an auto-runner? As of now the only way I can think of implementing it would be to stop the scrolling of the world to allow the player to wall jump, but that seems cumbersome and I feel there should be a better way of doing it.

    All help greatly appreciated!

    EDIT: After turning off the scrolling for testing, I have discovered that the scrolling isn't the entire reason why the wall jump isn't working. Even with a static world, the player barely moves left from a wall jump. The player is moved a tiny distance away from the wall as soon as the button is pressed. I'm confused as to what could be causing this now. I'll link my event sheet below.

  • I've created a wall jump mechanic whereby when a variable is a certain value, the character is a certain offset from a wall and the up key is pressed, the character will move by a certain vector. In theory this seems to work, and even in practice it works the way I want, however the problem is that it doesn't always work. Sometimes the character will just slide down the wall, even when the up key is mashed. I even created a value check text to make sure the variable was the correct value.

    What could be going wrong? I can't see any logical reason why this would be happening. I've provided a download link to the file below.

    All help appreciated!

    capx: megafileupload [DOT] com/5scd/wallJump.capx

    [EDIT]

    Nevermind, I solved it. Turns out the problem was that the 'is jumping' condition meant that if the character was falling, it wouldn't trigger the condition.

  • You can use 'is overlapping with offset'. This enables you to use an else.

    When the wall is to the right the offset should be -1, and to the left 1.

    This works perfectly and was exactly what I was looking for! Thanks a lot man!

  • My idea is that when the player is touching a wall, they'll be able to perform a wall jump. To implement this, I'm using a global variable which, when set at >0, will allow the player to wall jump. The problem I'm having is I can't find a way of dynamically changing the variable based on whether the two objects are colliding. If I set the player to 'on collision with wall' then the variable is stuck at value 1, since I can't find a way to change it back to 0 using another condition, nor can I use an 'else' statement. I tried 'is overlapping with' but that didn't seem to do anything. Anyone got ideas on how I can do this?

    All help appreciated!

  • I'm not sure what you are trying with the collision-impulse, but adding a condition elevator compare Y > 250 to the yellow button pushed event seems to work for question 2..

    Thanks. The input technically works, but the elevator loses function instead of stops dead. What would you suggest to stop the elevator at the peak? I can't think of a way to make it stop completely.

  • I'm trying to create an elevator for a physics based 'ball-roll' game (the idea being the ball rolls by itself with the player only interacting with the obstacles). The problem I'm having is efficiently and effectively implementing an 'elevator'. The one I've made so far uses a physics impulse to move the platform itself upwards, like all other obstacles in the game.

    The problems I'm having are:

    1) A script has been set to apply 0.03 impulse to the ball when it collides with the elevator, but this seems to randomly happen. The same happens with the blue 'movePltfrm'.

    2) I can't find an efficient way of stopping the elevator when it hits a marker but not collide with the ball.

    I'm still fairly new to the engine, so I'm eager to learn what would be the most efficient ways of implementing an elevator like this, as well as any other input on the game so far as a whole. All help is greatly appreciated!

    megafileupload [DOT] com /17uw/elevateTest.capx

  • Create an event:

    Sprite pick nearest to

    It's just one of the many conditions

    Nice one, thanks.

    I created a container for the objects and it seems to work perfectly. Thanks a lot man, you've been a huge help!

  • And if you could explain your confusion, it might be easier to take it away..

    Thanks for the link to the manual.

    I'm confused in the sense that I'm not sure how I could express choosing the closest in code form.

  • Putting the tilt and the hinge in a container would do the trick..

    What do you mean by 'container'? As in a family or something different?

    I'm also confused about how to pick a nearest for the x/y for tilt/hinge.

  • The problem I'm having is with the 'tilt' and 'hinge' set of objects. As probably noticeable in the game, the 'tilt' platform is connected to the 'hinge' object via a distance joint. However, I want to use more of these two objects in the level. Whenever two of them are on the screen at once, they'll assume they're all connected to each other and not work.

    How do I separate each instance of the variable and call only to a specific instance so each one works only with another specific one?

    Also, any input and optimization to what I have at the moment would be greatly appreciated!

    capx link: megafileupload[DOT] com /1UE4/tilt_game.capx