GuttyKreum's Forum Posts

  • Thanks for the quick replies.

    I went with:

    -'Switch Triggered'

    --'Platform' Jumpthru = enabled

    --'Platform' Solid = disabled

    --'Player' platform 'Fall Through'

    --'Platform' Jumpthru = disabled

    I tried doing it by moving the player 1 pixel before I made the post; however, I had made the player move down a pixel instead of up. I see what I was doing wrong now.

  • I have a puzzle setup that requires making certain blocks invisible and no longer solid when stepping on switches and other blocks solid and visible. While the player (platform) is standing on a solid block and it becomes not solid due to a switch being toggled the player does not fall down where the block used to be until I jump or move off and back onto the area where the block was solid.

    Is there a way to have the player fall when the solid block it is standing on has its solid property set to disabled?

    Thank you.

  • I didn't know that condition existed, thank you for guiding me to it.

  • I have 3 of the same object (Mushroomcrab) in a layout and I need another object (Bosscrab) to go to the closest one to him. The one enemy has a Line of Sight behavior and is supposed to move toward one of the mushroomcrabs depending on an instance variable however it will always attempt to move toward the first mushroom crab that was placed on the layout rather than the closest one.

    Is there a way to have the Bosscrab move towards the closest Mushroomcrab rather than the first one placed on the layout? Will I need to use the UID for objects to achieve this?

  • Thanks for the information, the every tick has been removed.

    I am a noob. Another object had the scrollto behavior enabled.

  • Greetings again!

    I have attached a picture of the group for the camera (scrollto behavior) when focused on the main Player sprite. I have an action that disables the group and changes the Goocontrol variable to something else and the camera will proceed to move to the appropriate other object. The issue is that the project never seems to want to let the Player sprite out of sight. When I move the new object that the camera is following further and further away from the Player sprite the scrolling will eventually slow to a crawl, leaving the Player sprite just barely out of sight and the object that the camera is now following out of sight.

    When the camera is following the Player sprite it functions fine.

    Thank you.

  • Thanks! I fixed it by blanketing the body of water with one invisible sprite that the player can overlap with to change its settings. The water sprites were all separate and snapped to the grid. When the scale was changed on the player it must have been somehow not been overlapping between water sprites even though there was no open space between them.

    I tried changing the size of the 'playerbox' in the above eventsheet and the appropriate player sprite at first. Once the player sprite was smaller than the original 16x16 it would no longer become mirrored when moving to the left, it would always stay facing one direction.

  • I have the following events for being able to double jump while overlapping the water sprite. It works perfectly fine except for when I set the playerbox scale to anything lower than '1'. After that it will work sometimes but not always.

  • Thanks KTML5!

    I've played around with physics some more and will leave it to a future endeavor for now. I'll keep the information you provided me saved for when I delve into physics again. : )

  • I have a switch the player can press to change the angle of the layout, player/player sprites and angle of gravity for the player platform. The object with physics that the player can 'shoot' out seems like it can not be changed and will always adhere to a default angle of gravity. Is there any way to change the angle of gravity for objects with the 'physics' behavior?

    Thank you.

  • I'm currently working on a retro Gameboy-ish graphics platformer. I'll post more as I go!

  • Thanks for the reply, Prominent! : )

  • Greetings again,

    I have been trying to fix this setup for a while. I finally made wall climbing and jumping function how I wanted except that if you hold 'W' and move down to fall off the side of a sprite the gravity angle does not change and you ending up falling to the left or right side of the screen rather than drop down.

    I've tried setting the gravity angle to change when falling on the last 'Else'; however, that makes jumping up the side of a wall impossible. I've attached my setup below to this post.

    Update: I've been able to prevent this using an invisible sprite at the bottom of sprites that can you wall climb against that sets your gravity angle on collision. It seems like a messy solution though and I'd like to try for something better.

    Thank you,

  • Thanks for the replies! I'll play around with both. -abs stands for absolute? That would make the 'bounce' based on the highest value for Yvelocity at the time it's set? I am a very huge newbie when it comes to coding.

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  • Greetings,

    I have a sprite that is not solid and if the Platform collides with it a 'Jump' function is simulated. I have attached an image of my current setup.

    A problem I have encountered with this is holding the 'Jump' key while colliding with the sprite that makes you jump stops you from jumping and nothing happens. I'm also trying to make it so the farther you fall onto the sprite that makes you jump, the higher you jump (to a point).

    I've been trying to solve this for a while. Thank you for your help.