HighPockets's Forum Posts

  • That's great Nimtrix, I'll try implementing it. Thanks a lot!!

  • Thanks, I'll take a look

  • Hi Nimtrix,

    I didn't want to bother you again. You've already done a lot.

    I really appreciate it.

    Here is my .capx file:

    https://www.dropbox.com/s/wptflzvxdpxgk45/The%20Pusher.capx?m

    You'll notice, that I tried to solve the problem by having the player spawn a solid object when the containers collide with solid objects, but this is producing a nasty little backwards jump when the solid object spawns. If that worked, I was just going to destroy the spawned object when the player and the container become unpinned, but the nasty jump isn't selling me on my idea..

    Thanks again.

  • Hi,

    When my player object and a rectangular 'container' object are pinned and the 'container' is being pushed into a collision with another container or a wall, they become unpinned and the 'container' is stuck! I have to pin multiple times and press in the opposite direction to unstick it. I was having more trouble with this originally because when the 2 were pinned after the 'container' was stuck, I could re-pin and march the 'container' right through a wall that it was stuck to, aaaahhh. Somehow, applying the 'car movement' behavior without the default controls mended the invisible wall problem (the strangest thing is that the 'car movement' doesn't even seem to be enabled). Anyways, in a perfect world, the 'container' would just stop and not unpin on collision with other solid objects. It should stay pinned until prompted to unpin via the spacebar.

    Could someone please help me with this?

    Any help is much appreciated!!! Thanks in advance.

    I have attached my capx file dropbox link below. I'm having a couple problems with behaviors when objects are pinned to each other.

    dropbox.com/s/x1641u7pxmuzsvx/ThePusher%20Edited.rar

  • That worked great ramones!! Thanks a mill!

    It actually solved issue's 1 and 2, but now I noticed another glitch when the container objects collide with another solid object, sometimes they bounce a couple pixels to the side..?? I imagine that this has something to do with the collision polygon, but I've had no luck so far. The containers are simply square and they only collide with other square objects...

    Can anyone help with issue number 3 and my new collision problem??

    Thanks again for your help ramones!!

  • Hello,

    I am very new at this stuff, so be easy on me.

    I have attached my capx file dropbox link below. I'm having a couple problems with behaviors when objects are pinned to each other.

    The player, called 'The Pusher' in the game, pins to objects called 'containers'. I have had help in trying to sort out the custom movement that was needed when they are pinned. It's 'kind of working'....

    My issues are:

    1. Sometimes when they become pinned (by pressing the spacebar), it appears that 'The Pusher' is too close to the 'container' and the glitchy, slow, stutter step starts until they are unpinned.

    2. Another similar problem is that, while pinned, when 'The Pusher' backs into another solid object, a glitchy, slow, stutter side step ruins the vibe pretty quickly.

    3. Last, but not least, when they are pinned and the 'container' is being pushed into a collision with another container or a wall, they become unpinned and the 'container' is stuck! You have to pin multiple times and press in the opposite direction to unstick it. I was having more trouble with this originally because when the 2 were pinned after the 'container' was stuck, I could re-pin and march the 'container' right through a wall that it was stuck to, aaaahhh. Somehow, applying the 'car movement' behavior without default controls mended that problem. In a perfect world, the 'container' would just stop and not unpin on collision with other solid objects. It should stay pinned until prompted to unpin via the spacebar.

    Could someone please help me with these problems. I realize that the way things are on my event sheet right now may be incorrect for what I want to accomplish.

    Any help is much appreciated!!! Thanks in advance.

    https://www.dropbox.com/s/x1641u7pxmuzsvx/ThePusher%20Edited.rar?m

  • Thanks for all of that Nimtrix

  • Can anyone shed any light on this? Any info would be much appreciated, thanks.

  • Ok. Cool, I didn't have a dropbox account. here it is:

    dropbox.com/s/xhctfrcfah5snw9/ThePusher.capx

    Thanks

  • I have a family of sprite objects (rectangular containers) that I want my character sprite to have the option of attaching to when the 2 are in close proximity to each other and releasing at will. While attached, I want the character sprite to move forwards and backwards with the 'containers'.

    When I add the pinned behavior, it helps, but there are a couple of problems:

    1) when I press space to pin my character sprite to the "container" sprite, the 2 sprites seem to stay in one area and just ever so slightly drift in the direction that I press because I need the solid behavior on the 'containers' to make sure that the player can't walk through them, they don't go through walls, etc. The transition is smooth without solid behavior, but how do I keep the smooth transition to pinned without loosing the solid attributes?

    2)Another problem is that once my player is pinned to the 'container', the movement should be only forwards and backwards, but always facing the same direction (example: if the 'container' sprite is pinned on the southern side of player, the player stays facing South while only being allowed to move North and South until unpinned). With the 8 directional movement applied while the sprites are pinned, it doesn't work. Does anybody shed some light on how I can mend this?

    Sorry, this might be easy stuff, but I'm so fresh at this. Any help would be great, thanks.

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  • Ok, so I thought it would work with the pinned behavior, but there are a couple of problems:

    1) when I press space to pin my character sprite to the "container" sprite, the 2 sprites seem to stay in one area and just ever so slightly drift in the direction that I press because I need the solid behavior on the 'containers' to make sure that the player can't walk through them, they don't go through walls, etc. The transition is smooth without solid behavior, but how do I keep the smooth transition to pinned without loosing the solid attributes?

    2)Another problem is that once my player is pinned to the 'container', the movement should be only forwards and backwards, but always facing the same direction (example: if the 'container' sprite is pinned on the southern side of player, the player stays facing South while only being allowed to move North and South until unpinned). With the 8 directional movement applied while the sprites are pinned, it doesn't work. Does anybody shed some light on how I can mend this?

    Sorry, this might be easy stuff, but I'm so fresh at this. Thanks.

  • Thank you both, pinned is what I need. Good example joeykid6

  • I have a family of sprite objects (rectangular containers) that I want my character sprite to have the option of attaching to when the 2 are in close proximity to each other and releasing at will. While attached, I want the character sprite to move forwards and backwards with the 'containers'. My 'character' was able to push the 'containers' forward on collision by including the move at angle of my character action, but it looks quite glitchy because it's not a smooth animation (I need to move it at 25 pixels per second and it jumps, so I think if I apply the 8 direction movement, it will be smoother, but the when I tried that, all of the 'containers' move when I press the direction keys..??) and most importantly, I couldn't attach the 2 sprites so they move forwards and backwards together.

    Can anybody help me with these dilemmas? I'm a total newb and any info would be much appreciated. Thanks in advance for your help.

  • Thanks Zephlon, I figured it out.