Jayjay's Forum Posts

  • Add the condition "Is on Ground" to the jump event, it's under Jugador2 tab "PlatformMovement"

  • adriel0000 Here, I've created another example file: Ejemplo2

  • No problem, hope it works out =]

  • Hi adriel0000, it looks like your best method would be to replace the Physics behavior of Player 2 with the platform behavior.

  • Sorry adriel0000 I do not speak spanish, only English and a tiny bit of French.

    Here's what Google Translate has to say: Wow, thank you, thank you very much. However player movement i 2 is a bit unrealistic compared to that of player 1, you know how to improve it?

    An easy way would be to remove physics behaviors entirely and just use the platform movement for the player 2 object. You can still set X and Y components of motion and add jumping while using a 360 controller, you just need to do it from events.

    Would you like an example of that?

  • Ah glad to hear it worked out in the end ninefingers, I was wondering if my method would look alright.

  • I'm not sure if you want to use the Physics behavior here, however:

    -Because the Player 2 object has the physics behavior, the platforms must have the physics behavior to collide as well (and must be set as immovable and non-rotating)

    -This is fixed with a work-around where physics is disabled, the object moved, and then physics is enabled again

    -Move at exactly 180 degrees to move left

    Here's the cap: Ejemplo fixed

  • Ah, then if you can do "Move at angle" for the box being pushed try this angle:

    "angle(Player.X, Player.Y, Box.X, Box.Y) * -1)"

    and move at this speed:

    "<whatever player speed is> + 1"

    Might need to remove the * -1 bit above to get the right angle value, but I think what I put is correct.

  • Unfortunately that URL is truncated so we can't get to it from that link.

    Are you trying to make a diagram? If so I found Creately to be nice, but this one also looks good Diagramly

  • Should be able to say "Push out at opposite angle" I think =S

  • Assuming this happens even when trying to move the boxes using actions from the CustomMovement behavior...You will need to have a variable to stop pushing I think and set it to 1 when the boxes overlap.

    Also use the "Push out of object at angle" action for CustomMovement to push the box out of the one it collided with towards the player (away from the box the way it was pushed in).

  • If you're just using the final canvas to display and scale the image, you might be able to paste it into a sprite using the Texture Setter plugin by R0j0hound

  • As far as I know, you should be able to just copy the folder, and paste your license file from My Documents into it. I think C2 is portable unlike CC.

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  • I gave you the example events in plain text. If you're using Physics, the best way is to let the Physics behavior do the gravity, and just apply a force to the object in the air when trying to jump.

    Can you post a cap of what you have/are trying to do?

  • If you're using Physics for the player 2 object then it should do gravity just fine. I'm not sure what you mean by this.