General J's Forum Posts

  • Yes this is exactly what I was describing, thanks!

  • I'm trying to make a weapon that's thrown at an arc, then falls to the ground. I tried using physics but I think it's making it much more complicated than it needs to be.

    I want this projectile to be in a predictable, and unchangeable arc. Kind of like the thrown items in the original Castelvania, for example.

    I experimented with sine behavior but I don;t understand it enough to figure it out on my own.

  • -Snip-

    Once again the answer to my question miraculously shows up after I've made the initial forum post. Part 1 of my question is answered here forum/construct-2-event-limit_t78823

    Also, as a part 2 to the first question, what is the best way to organize the order of events?

    I thought I read somewhere that it calculates things in order, so I would think that everything relating to player interaction should come first, then enemies, and menus and systems last? Or does this not matter at all?

    Would having a "Press X to Fire Object" at event #10 vs. #500 make a practical difference in gameplay?

    Do event groups change optimization and calculation at all or is it just there for organization and the convenience of enabling/disabling an entire group?

  • Thanks that worked, and thanks again to everyone else that gave help for the first problem too.

    Is that the best way to do it though? (for the firing issue) I'm new to events and I want to make sure everything is as optimized and as neat as possible. Construct can hold a large volume of Event systems right?

  • I have fixed the issue of making the Y button "toggle" the menu, and it works. However, it brings up another problem:

    I have a basic projectile launcher that shoots a missile in a straight line. When the game is paused everything "pauses" fine except that the player can keep pressing X to spawn these missiles in place and they all launch out at once when the game is unpaused.

  • I'm beginning my adventure into menus, starting with a basic ability menu that lets the player switch from fireballs to ice balls.

    My objective is simple, press Y to bring up the menu, and press Y again to close it. Simple enough, yet I am clearly doing something wrong because it's not working. When I change the closing button to something other than Y it works, so there is something that I'm not getting when it comes to using the same button for a multi-function purpose.

    My idea was to make the menu initially invisible, and if it was invisible press Y brings it up (and pauses the game), and when the menu is visible when Y is pressed, it goes away and the time scale is also restored.

  • Yup I completely solved it. Please close the thread. I'm too new to link URL's, so if you're wondering the same thing search "Platform Jump Height Based on Tap or Click Duration" by MrGoatSnake in the tutorials section.

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  • Oops wait, I just found this tutorial which seems to explain my problem in exact detail. I'll try this again on my own and bump if I have any problems, sorry.

  • I have a 2D Platformer game, and I need the jumps to feel more responsive. I'm trying to achieve what is done in games like Super Meat Boy and Mario- which is changing the force of the jump based on how long the jump button is held down.

    I tried fiddling with the 'Jump Sustain' behavior in the player platformer, but nothing seems to be changing. The only other way I think this can be done is by modifying forces based on button pressed and button released, but I'm not making any progress.

    Can someone point me in the right direction?

  • I'm bumping because I fixed the problem and I thought I'd share it in case others might have the same problem.

    Thanks for making a demo, but it didn't fix it and I think that's due to me not describing the problem in enough detail.

    This is for a 2D Platformer-based game type. The trick is to make sure "Set Angle" in the Bullet Behaviors is set to "No", and mirror the bullet sprite when the player is mirrored.

    I hope this helps.

  • I've run into trouble with my platformer player. The player controller is a basic box sprite. There is an origin point on the right side of the box for a fireball attack so when the fireball is spawned it does not spawn inside of the player box.

    This is perfect when the player box is facing right, but when the player is facing left, the image point origin is still on the right side of the player box.

    Because of this, when the player shoots while facing left, the fireball is created inside of the box and not outside of the box.

    I tried to find a way to edit the origin as an action on my Left Arrow Pressed > Set Player Sprite Mirrored event, but I couldn't find any results. Can someone help me out here? I imagine this is a very basic, yet common problem for anyone who's made a platformer with projectile-weapons.