Forumpy's Forum Posts

  • I'm experimenting with making a physics game where the ball rolls down a structure, and some platforms that it rolls across can be changed or manipulated by pressing buttons. The problem I'm having is that when the button is pressed, the platform it correlates to changes to its set angled on the next frame. This obviously has some effects on how the ball handles the physics of the collision between itself and the moving platform.

    Is there a way of controlling how many frames it takes for a platform to move or rotate? What would be the optimal solution to handling moving platforms with physics?

    All help appreciated.

  • Also in the first layout a few of the walls are solid platform instead of a wall..

    I used the one on the left of the starting point for testing, but now it seems that one is actually a solid platform, while I was convinced it was a wall

    And Yep - changing that and going back to my first solution fixes it in my capx..

    I changed the collision boxes of all the objects on the layout so match the bounding box just for testing, but the issue with running into the wall still persists. The sound still plays each time you run into a wall. I'm also aware that not all the walls are actual 'wall' objects. The left part of the level is incomplete and was an older version of the game. The first part of the right side has all the correct objects in the right places.

  • Forget the last solution..

    It would actually work a lot better to use the player "on landed" - event

    It's in the platform behaviour animation-triggers, but will work perfectly for this sound-effect..

    I've changed it for 'on landed' and also included 'is on floor' since the original issue from before was happening. However, the sound will still play when walking into walls while on the ground.

  • adding the condition "player is on floor" to the "on collission with solidplatform"- event is a quick solution.

    Excellent, thanks a lot man.

    Another issue I've been trying to deal with is running into walls while on the ground. The game seems to take it as the character starting a collision with the ground again, and therefore playing the sound. What would be causing this problem and what do you think would be the best fix?

  • Well this didn't work..

    I got to a link where I had to ask your permission, but the email attached to that request won't work..

    Is there a way to put it in a place where the acces is public?

    Sorry about that, my fault.

    Try this one, says it should be view able by everyone.

    drive[dot]google[dot]com /file/d/0ByYPmF3UV10sVHJqOGcxVjluSkk/view?usp=sharing

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  • it would be a lot easier to help you if you could provide a capx, or at least an image of your event sheet.

    Hey man.

    I remember you from the last thread I made. Did the megaupload link not work?

    In any case, I've re-uploaded the capx to Gdrive. Hopefully you can access it.

  • My goal is to make a small sound play when the character lands on the ground in this 2D platformer. The method I have used is to have two types of platforms: Walls and Ground. The script is set up to play the sound when the character collides with the ground, but not with the wall. However, this has caused some issue with the game detecting when it collides with the ground. For instance, when jumping up and hitting the underside of the platform, the sound will play even though the Ground platform is encapsulated within a Wall platform. This means on paper, no sound should play since only the the top of the Ground platform is exposed, but issues are still cropping up. Can someone help solve the issue or better yet provide a more efficient way of making a sound play when the character lands?

    All help appreciated.

  • forum attachments don't work at the moment, I think..

    You could upload your capx to dropbox or google drive or something and copy the public link..

    Sure, I've uploaded it to Mega.

    megafileupload (DOT) com /1mpD/Platformer.capx

  • if your project is open in C2, just choose save as single file, it will give you a capx file.

    Thanks!

    Unfortunately I couldn't find a way to attach the file to the forum text. Do I have to have been a member for a certain amount of time or something?

  • Could you please share a capx of the issue, so we don't have to guess where the problem lies?

    Sorry, I'm fairly new to this engine. What exactly do you need? I have two capx files it seeems. capx.autosave and capx.backup1

  • Originally, in this 2D platformer, I have two separate entities for walls and floors. The floors are set to play a sound, while the walls don't. However, this has proven to generate quite a few problems. For example, when running into a wall, the game seems to detect that the character has collided with the floor again, and plays the sound each time I run into the wall. Confusingly, this doesn't happen on the wall opposite, which seems to work perfectly in terms of making the sound when it should.

    Is there a way to fix and optimize this, or maybe even a completely different way of implementing this feature?

    All help appreciated.