JamesQpurcell's Forum Posts

  • Glad that sorted things out.

    Oh, another thing messing you up: platformer has default controls enabled. If you try to control w/ the keyboard, both chars will move, despite your now corrected logic.

    Save yourself a future headache: Go to both stanley and paulina, look under their platform behaviors, and disable Default Controls.

    Roger that. Thanks!

  • Ooooooooh. *FACEPALM*

    I completely missed that there was a way to insert an ELSE statement into an event sequence.

    Thanks. That solved the problem.

  • I have an array that I'm using to hold a bunch of variables to track various event triggers in my layout. It worked great for limiting my projectiles to only 3 shots on the screen at once, but now I'm using a new variable as a switch to switch between multiple characters on the layout. If its equal to 0 my first character is active, if its equal to 1 my other character is active. I use a specific controller button to switch the variable from 0 to 1 and back again.

    This should be dead simple. But it does not work. If I manually set the Array Variable on the layout, I can control my second character at Layout start. And I can press my switch button to switch back to the first character. Once. But if I start with the first character (array variable = 0) it will not switch to the second character.

    I'm attaching my Capx if anyone is willing to take a look and offer a suggestion. Cause this is getting annoying.

    360 controller recommended. Control pad/stick move, A jumps, B shoots (hold for run), hold control pad/stuck down and press A to fall through thin platforms.

    R is suppose to switch characters.

    Thanks for any help.

  • Sure. Controller (360 pref) support only though. Hold Down and Press A to drop through thin platforms

  • Got a weird interaction problem. I've got some Verticle moving platforms that have 'Jump Thru' behavior. And I've set up a trigger were if I'm holding down and push a button my character will fall through the platform. This works great for any horizontal moving platform, or vertical platform currently moving upwards. But on vertical platforms moving down I can't fall through reliably.

    As best I can figure the fall through trigger happens, but because my character and platform are moving in the same direction the character lands back on the platform when the trigger finishes.

    Is there any easy fix to this?

  • Might be better to have the action of firing set a variable, then every tick subtract from that until it reaches zero. That way you'll always fire the first time you press the button.

  • How about attach a custom cursor sprite pinned to the mouse movement, and have that get stopped by walls. Then the player has to reaquire the cursor?

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  • That's weird. My official wired 360 controlled was 'plug and play' with C2. It was cake to set up. It should default to Gamepad 0.

    You are remembering to set your sprite to platform or 8-direction behavior, then setting up events that 'Simulate Control' for the corespondent buttons on the controller?

  • Oh, is that what sine behavior is for? I'll read up on it. Thanks for pointing me in the right direction. I figured I was missing something basic.

  • I'm kind of embarrasses to ask this but I've run forum and tutorial searches and can't find anything that points me in the right direction as to where to start it terms of behaviors or events that give me horizontal and vertical moving platforms. For a platforming game.

    Really simple ones, that travel a set distance, then return to their start point. Then repeat.

    Anyone have demo code I could just crib from?

  • Thanks.

    Your bullet example is significantly more elegant. Thanks.

    Also works if you use 'Spawn Another Object' with an Image Point, rather than 'Create Object' from the sprite origin.

  • Uh... how do I update Construct 2 to 191? I can't find a 'Check for Update' button ANYWHERE.

  • Not sure if this will help, but he's my Event Sheet. Because I'm sloppy I went ahead and highlighted the relevant bits.

  • When you pick up the Pig, are you creating a separate pig bullet sprite?

  • You could set your Spawner Sprite's Image Point 1000 pixels away from it.