Fynnick's Forum Posts

  • 12 posts
  • Bump.

  • Oh yeah, that'll definitely do the job. N yeah using a licensed version :)

  • Hi,

    I'm working on a mechanic where the player character and enemies will take falling damage depending on the height they jump from.

    However, there are some issues with my current result.

    It only works after the platform falls and triggers the code once. It does not set the speed value to 0 in the beginning, instead it needs to fall once, in order to work as normal.

    Secondly, even if it may work some times, it just doesn't at about 10% of the time, in my original project. In this capx, it seems to be more frequent. Not only that, the damage doesn't trigger if the player's is especially moving during the jump/fall, or at least that seems to be the case.

    Any ideas as to what the causes may be?

    This is what I have so far -

    dropbox.com/s/6oq9spz8k063gba/falling%20damage.capx

    Thanks!

  • How's this?

    http://db.tt/3w9BuuyT

    Yep I have that as a hotfix backup, but I wanted to know if there was a way to do it for any number of different objects so that there is no need to check collision with every single one of them.

    That said, thanks again :)

  • By invert the collision, do you mean check if the player isn't colliding?

    Hey Fynnick.

    Try inverting a "Object is overlapping Object" condition instead of using the normal colliding check.

    I tried it, and it doesn't work, since it conflicts with the variable that increases the jump strength everytime it collides with the bumper.

    I need it to reset the variables when the object is not in air and while it is not on another surface, not colliding with the bumper.

  • Hi,

    I'm working on a bumper that increases jump strength. Now, I have a system in place to ensure the strength of the jump increases with every consecutive jump and then stays that way after a set number of jumps.

    Following this, I want to reset the variable that is responsible for increasing the jump strength and resetting the jump strength itself.

    It is for this purpose that I need to Invert the collision check, because I intend to use this bumper on a number of different surfaces, which means that the player will need to have the jump reset.

    Is there any way to do this?

    dropbox.com/s/zkshc2fgyegc8zp/01.capx

  • Well after working on it a bit more, I solved it with instance variables n some experimenting.

    Thanks a bunch for the 'Stop' suggestion tho! :) That's what got my thing started :P

    dropbox.com/s/v1u60tjiljnqqrk/belt%20bubble%20holder.capx

  • What I think you need are objects on the end of the belt, when the blue object hits those then you would get the blue object to rotate.

    My advice code wise would be to do this:

    - If object is colliding with Turning Point

    -- Stop object

    -- Rotate object by 2 degrees

    -- Once object is at the right angle, let it carry on moving again

    I have it working in one direction using rotate x towards y degrees. However, it just encounters my 2nd sensor object and then just goes ahead without rotating.

    dropbox.com/sh/py6arnkalgcgdvb/3jnInlg6fR

  • Hey,

    I'm trying to make an object move in a predetermined path, going in a straight line first, then rotating until it is completely inverted, then proceeding straight and finally rotating back to normal and continuing the loop.

    I tried doing this with overlap checks, custom movement, and other things but none work perfectly and it almost always moves out of the intended path after a while.

    I'm going for something like this. When the rod reaches the right edge, it collects a bubble, and when it reaches the left, the bubble bursts as it rotates back to normal.

    Here's a crude reference pic.

    <img src="http://s18.postimg.org/vc7et53t5/referencev2.png" border="0" />

    Thanks! :)

  • Thanks :)

    Wonder how gtouch1 is doing with AI now.

    Hey, I came across this thread, and am working on a similar mechanic. However, I wanted to know how you were checking and activating the jump sensors along with the direction changing.

    Could you post a capx possibly?

    Thanks again :)

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  • Yep, after working on it a bit more, I found that the problem was with layers and the fact that I had to reference the instance instead of the sprite itself.

    Thanks regardless :)

  • Hi,

    I'm working on a top-down visibility system with light and darkness mechanics. What I currently have is a system where on overlapping with a particular object, I set the object's visibility to true.

    But, this cause the entire sprite to be visible. I'd like for it to only show what is within my object/character's visibility radius. How can this be done?

    Also, right now, I need to perform the above check with every available sprite. Is there a possible way to perform this check with any obstacle the character encounters?

    Thanks in advance :)

  • 12 posts