InfiniteRockets's Forum Posts

  • I'm not sure if you want your Construct files to be playable in a browser or just available for download, but my suggestion would be to host everything through Google Classroom and have your students join this. That way, you have complete control over the project and can also upload, embed or link to any supporting documents. If you want a version of the game playable in a browser, I suppose you could host it through a private itch.io page which is only accessible through a specific link. Hope this helps!

  • Perfect, managed to get this working as intended! You're right, using bullet has actually opened up some other possibilities alongside the extra control. I haven't quite worked out how to do the pause at the height of the attack yet; I guess I could look at the player's X and Y values when the down key is hit, disable gravity temporarily, hold the position for a moment, and then reset it when the player hits an enemy/ground?

  • I'm trying to implement a ground pound/butt stomp move that allows the player to effectively slam into the ground regardless of what height they've jumped up to or if they are are already falling from a jump. Here's an example from one of the New Super Mario Bros. Games: -

    I've tried a couple of different solutions where if the player is jumping or falling and hits the down key, gravity is temporarily increased but this doesn't really work as intended (possibly because the slightly pause is needed when the move is triggered to heighten the impact). I feel like there might be a better solution; does anyone have any ideas? I'm currently using the platform behaviour with double-jump enabled if that makes any difference!

    Thanks!

  • Worked perfectly, thank you! I love UIDs!

  • Hi everyone,

    I'm working on player and enemy collision similar to something like Super Mario Bros; I want to ensure that the only way that the player can destroy an enemy is if they jump and land directly on top of them.

    Right now, I'm spawning enemies and then having them spawn a 1px high sprite which matches their width to act as hit detection from above. This is then pinned to the top of the enemy sprite. If the player touches this line whilst falling, the intention is that it will destroy the associated enemy that it's pinned to. The problem I have is that it currently destroys all instances of enemies that are on the screen. Is there a way to only destroy the enemy attached to the line sprite that the player hits or a more elegant solution to this problem?

    Thanks for your help!

  • In addition to this, does anyone have an idea how I could attach an artwork asset to the surface of each platform when it is spawned? For example, I could create a small blade of grass asset, spawn it (or several), and then pin it to the surface of each platform in a random place to give more variety to the assets. I'm not sure to handle this as the height of each platform is different.

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  • Thank you both so much for your input; that's incredibly helpful. I originally scaled the boxes because I wasn't planning on using this .capx beyond figuring out the platform logic but maybe I should have been working in a manner more reflective of the final game! I had the same thoughts about performance, but this is just going to be a relatively small game with just nine discrete platforms and a single level. The platforms have a rounded end cap on each side which is difficult to replicate with tiles, but perhaps there's a way to create the rounded edges of each platform and pin them into a a generic tiled block when spawned?

  • I'm trying to produce an endless runner based in part on the template that ships with C2. However, rather than using tilemaps to generate platforms with randomised width and height, I'm using a pre-defined set of platforms with specific widths and heights in a family. The idea is that I can hand paint each specific platform later on, add it to my project and then simply include it in the family so that the code with take the properties of these into account.

    However, I'm having trouble getting the platforms to spawn with the desired height and space between them. I've messed around with all of the static values and have a generally good understanding of what everything does but I'm a bit lost as to how to get these platforms to spawn so that the bottom of them is flush with the bottom of the layout and the distance is somewhere between the width of the player sprite and their maximum jump distance.

    Ideally, I'd like the platforms to be arranged similarly to the autorunner template. I think that the height issue might be related to the way that Families are referenced? For example, if I reference that the platforms should spawn at LayoutHeight - platforms.Height, I assume that it was take the median height of all platforms in the family rather than pick the one that was spawned in the same action?

    I've uploaded the .capx at the following link, if anyone is able to help me out or suggest an easier or better way to handle this, then that would be much appreciated! I can provide any other information if that would be helpful.

    https://www.dropbox.com/s/q6o5s8tpl93jdks/RunnerTest.capx?dl=0