jeffige's Forum Posts

  • I just noticed that your events don't actually count each/every platform.

    Example: if there is 1 platform a few pixels directly underneath another platform it will only count the platform the player actually landed on.

    I've been trying for a couple hours to mess with the code but just cant figure it out.

    If you could give some assistance...please.

  • Post a capx so we can test and help.

    Could be those other testers are experiencing lower fps.

  • When i run my game (and infinite jumper demo) the platforms do not fill the the entire layout, even though in the editor they do.

    At run time the bottom 1/3 or so does not have any platforms. I've tried changing different settings (actions, events) but there is still that void.

    Anyone know how to get the platforms to fill the layout from top to bottom?

    Thanks for any help with this.

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  • After looking at similar games, i think the problem may be with the platform speeds: speed, acceleration...

    Have to mess around with it.

  • There are only 2 frames, frame 1 is landed, frame 2 is jumping.

    Sensitivity that's what it is. If you look in the infinite jumper demo- at the touch > gamma events. That sprite only has 1 frame. But if you mirror it on left and not mirror it on right you'll see what i mean.

  • Thanks for the tip, Kyatric i'll check that out.

    i am using the infinite jumper demo. Everything is the same except i added mirrored/ not mirrored animation to the Touch Events with the gamma logic... simulate pressing left - set mirrored...

    Oh, i did increase the numbers from -8, 8 to -10, 10.

    That and i added a scoring system.

    Nothing much more than that.

  • Thanks for reply,

    Yes, the origin is in the correct place.

    When jumping, if you tilt just a small fraction it's like he can't decide which way to go. Like he's shaking from left to right.

    I was thinking it has to do with the gamma numbers, but if i increase them too much he becomes sluggish.

  • In the infinite jumper template i added a mirrored/ not mirrored animation to the Touch gamma events. It does what it's supposed to do, but the animation jerks too much.

    If the tilt is barely a few degrees either way, the player's animation jumps left to right or vice versa erratically. Anyway to calm this down a bit and make it a bit smoother?

    Thanks for any input with this.

  • Oh yeah, works perfect. Thank you again,

  • Trying my brain at an infinite jumper, i got everything working but the scoring system.

    Right now i have:

    Event - platform on landed

    Condition - platform (family) > compare Y > platforms 'greater than' player.Y

    Problem is, if the player keeps jumping on the same platform it will add to the score.

    How can i get it so it will not continue to add to the score if the player just keeps jumping on the same platform.

    Thanks for any help and input.

  • I am not that big of a math brain, hope its right, so from the head.

    99Instances2Go WOW! My brain hasn't hurt that much since sophomore chem class.

    It appears your a bigger math brain than I.

    Thank you so much for this...it works perfect.

  • To set the speed of one object to another, as your title suggests, you can simply do set Object1 speed to Object2.speed.

    Not sure if that applies to your wheels though. But similar thing can be done but not sure how you have it setup. May be rotate speed or an animation but same principle works.

    Thanks for the reply, but i'm trying to get the wheelsto rotate at the same speed as the cart moves. Yeah, i have to change the title.

    Right now i have Cart with bullet behavior and only speed set.

    The 2 wheels have rotate behavior. Like i said, they only travel a short distance but the wheels look off a bit from the speed of the cart.

  • First of all, some of your files are missing, C2 won't test for me...but...

    Make your BG a little taller than your layout, say 32 pixels taller. Easier to turn on snap to grid.

    Make a copy of that BG and paste it above your original. Making sure they both touch. Get the exact co-ordinates.

    Backgroundfornow compare Y > greater/equal -32 > system create object > backgroundfornow (put the co-ordinates from the copy you made).

    Also, delete your double post.

  • I have a cart with two wheels. The cart has bullet behavior and the wheels have rotate. I'd like to have the wheels rotate the same speed as the cart moves.

    The cart only moves on the X axis. I don't want to use physics here, the cart only has to move about 200 pixels.

  • Debuggers always have a performance impact - to truly test without the overhead of the debugger, you have to make measurements in non-debug (normal) preview mode.

    Do you mean putting a textbox with the fps and cpu % expression you've written about?