GarrisonPrime's Forum Posts

  • Okay I flipped the Logic like you suggested, but the Right Stick still does not move. I also tried downloading that game you sent to my Dropbox but it will not open.

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  • Indeed the Right Stick is for aiming the Recital. And I have the Retical for both the Mouse and Right stick, I dont know if that Mouse.x, Mouse.Y interferes with the Right Stick. But I put in the logic you suggested Dop2000, I'll post it below. But as of right now when I move the right stick, the Retical moves from the screen on to the Player sprite and then back to where it was originally.

    + Gamepad: Gamepad 0 Right analog X axis ≠ 0

    -> Reticle: Move distance(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))×10 pixels at angle angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))

    -> Reticle: Set position to (Player.X, Player.Y)

  • Hello! I've been watching Jeremy Alexanders video on YouTube about setting up a Twin-Stick control scheme, I have the movement down okay, but I am having issue with moving the Recital with the Right Stick. I have it set up where a bullet fires from the tip of a sword, mouse movement works fine. Here is the Event Sheet logic.

    + System: Every tick

    -> Camera: Set position to (lerp(Self.X, Player.X,0.10), lerp(Self.Y, Player.Y,0.10))

    -> Reticle: Set position to (Mouse.X, Mouse.Y)

    -> Sword: Set position to (Player.ImagePointX("Sword"), Player.ImagePointY("Sword"))

    -> Sword: Set angle toward (Reticle.X, Reticle.Y)

    + Gamepad: Gamepad 0 Right analog X axis ≠ 0

    -> Reticle: Set Bullet angle of motion to angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3)) degrees

    -> Reticle: Set Bullet speed to Gamepad_Speed

    + System: Else

    -> Reticle: Set Bullet speed to 0

  • I have the Persist Behavior on my Player, and I do not have Double Jumped Checked in his Properties. I do not have a Local Variable, just an Global Variable for activating Double Jump, and I have tried with and without the Global Variable too. I attempted to upload screen shots but an error keeps occurring so I pasted the Events here instead.

    Double Jump Boot Event:

    + Gamepad: On gamepad 0 Button A pressed

    + Player: Is overlapping DoubleJumpBoots

    -> BootsInfo: Set Visible

    -> DoubleJumpBoots: Destroy

    -> Player: Set Invisible

    -> Player: Start ignoring Platform user input

    -> System: Set time scale to 0

    -> Player: Set Double_Jump to True

    -> Player: Set Platform double-jump Enabled

    + Gamepad: On gamepad 0 Button B pressed

    -> System: Set time scale to 1.0

    -> BootsInfo: Set Invisible

    -> Player: Stop ignoring Platform user input

    -> Player: Set Visible

    -----------------------------------------------

    Player Death/Respawn Event:

    + Player: Health ≤ 0

    + CheckPoint: Number = CurrentCP

    -> System: Create object Blood on layer "Entities" at (Player.X, Player.Y)

    -> Player: Destroy

    -> Camera: Destroy

    -> System: Wait 1.5 seconds

    -> System: Create object Camera on layer "Entities" at (CheckPoint.X, CheckPoint.Y)

    -> Camera: Set Invisible

    -> System: Create object Player on layer "Entities" at (CheckPoint.X, CheckPoint.Y)

    -> System: Create object Respawn on layer "Entities" at (Player.X, Player.Y)

  • Hello!

    I am currently working on a Metroidvania style game. I have run into a issue where my character, after collecting an upgrade, say double jump boots, where upon being killed in the level, no longer has the ability to double jump, and the pick-up item is gone. I have tried a Global boolean, and setting the platform behavior double-jump enabled and nothing seems to work. Does the problem lie within the Player object itself?

    Thanks!