Hewn's Forum Posts

  • 11 posts
  • Never mind I came up with a easier way and it works perfect.

    Heres what I did, in case anyone else has a problem.

    https://drive.google.com/file/d/0B6BVfO ... sp=sharing

  • I am thinking I would have to use abs to do it. This is why I wish I could afford construct 2, I feel that since this is so outdated people probably don't use it much.

  • I am using Platform behavior for my character and Input System plug-in for movement. I can not for the life of me figure out how to change my X vector of movement based on how far the thumbstick is pressed.

    Any help would be appreciated.

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  • I am making a game I am using Input System plug-in and I have platform behavior on my character I have a variable for double jump.

    If I'm on the ground double jump is set to =0.

    I set it to if I am not on the ground and I hit the jump button on the controller, it checks to see if double jump is less than 1 than it will let me jump again and set it double jump to greater than one so you can't do it more than once.

    For some reason every other time I jump from off the ground it sets double jump to 1 without me double jumping.

    drive.google.com/file/d/0B6BVfOYrfibCNDM5YTkwbzlnSlk/view

  • Thanks I will give that a try.

    Thank you also for telling me where to post.

    I just clicked on construct classic discussion, and figured the page was for construct classic.

  • Ok the problem I seem to have is when I put it to full screen things start to speed up.

    Here's an example.

    I have a private variable for a shot timer. set to 0 at default.

    I also have a private variable called Shot Time set to 20.

    I have it so every tick add 1 to shot timer, and a separate event saying when shot timer is greater than shot time, it spawns a bullet and resets shot timer to 0.

    When on full screen it fire exponentially faster.

    Edit

    Well I set it so when increment the shot timer by 1 * TimeDelta it fixes the issue.

  • bump

  • That's alright.

    Thanks for posting my .cap file link, hopefully someone can use it to help.

    Thank you.

  • Tried sending it via pm but it says I need 500 rep to pm someone.

  • The sprite I am testing it with is just a stationary sprite with a mask. I went in the editor clicked on the mask button drew a red square in the part I wanted the mask and erased everything else. My character has platform behavior and is set to per pixel collision. the block I put is set to solid and is set to bounding box collision "also checked it with per pixel to" and it still doesn't seem to be working.

    I tried adding extra characters to the url but it says I don't have permission to post plain text url's.

    I understand it is to prevent spam, but it is kind of counter intuitive to put a guideline saying to post .cap files but restrict it for new users.

  • I have my character with platform behavior with a collision mask set up. For some reason whenever he collides with something, instead of it colliding with the mask, it collides with the whole sprite.

    I have a test set up with my character standing and a block coming at him. It's supposed to collide with him around his shoulders but it collides with the gun.

    Also how am I supposed to include .cap file when I don't have permission to put url's

    For anyone who reads this the link to my .cap file is a couple posts below.

  • 11 posts