jimwills's Forum Posts

  • Thanks, do you want me to send the file over for you to look at that way you can see if its my coding causing the issue(s)?

  • Not sure either sorry. Having real issues with collision detection on a jumpthru tilemap myself at the moment causing my player to fall through the floor if falling or jumping. Very odd and frustrating to say the least.

  • I have been attempting to convert an old 80's platform game I was involved with in Construct2. I was(am) really impressed with the speed I can get things up and running and this has been a major boost to my progress as for years I have put off doing such due to the heavy learning curve with C based engines (Cocos etc). I have come across a few things though that I am not sure is down to my programming skills (or lack of them) and would appreciate some advice please.

    1: Collisions; I have two tile layers (one solid and one jumpthru) for some reason if I am standing on jumpthru tile and my players head comes into contact with another jumpthru tile and I walk off the tile I then float in the air and it looks like the player is being held up by its head? I removed one of the head height tiles close to the platform being stood on and tried again and it drops down as expected. There is no logic in my game to cause this odd behavior?

    2: I have a ladder tile in the jumpthru map, once on it and when it comes to the top of the ladder it then decides to fall down thru the ladder and off the screen despite there being solid blocks at the bottom? I found similar falling thru happening when I had the conveyor blocks on a row at the bottom but was able to solve this by repeating the same blocks on the solid layer which is not ideal as the issue needs fixing but it has resolved me falling through the floor on that part.

    3: Editor, for some reason when I want to move the player despite clicking on it and it having the markers on to resize as soon as I put the pointer on it to drag it to a new position the tilemap gets selected and I can only alter its X/Y pos by typing values into the objects box to the left? I have similar issues trying to select the solid tilemap layer which is sat directly on top of the jumpthru one and despite clicking on it in the properties box it refuses to let me select it. The only way around this I found was to drag the other tilemap layer down a few blocks which then reveals the sold tilemap above and then I can select and work on that Map. Very annoying until I found a way around it.

    EDIT: it seems that to be able to edit with more than one tilemap accurately you need to use the Z bar which is not available unless you buy a licence. I think this needs to made clearer in the tutorials when editing as it drove me nuts trying to work out why I could not easily switch between layers and not warning or 'tips' popped up advising a better way.

    I was all ready to purchase a licence as on the whole this is a brilliant product but these annoying and odd behaviors are making me think that I am going to have to look else where if I want to be able to produce a fully finished product.

    Hope that does not sound to critical as I am not, I really want to use Construct as my preferred development tool but despite trawling through hours and hours worth of Forum posting and looking again and again at the manual I cannot find a way forward.

  • I would take a note of the tile positions and store them in Variables on collision so then you do not need to worry about it getting the wrong one after waiting .5 (unless it hits another one in that time).

  • Hi Minor, managed to get things working quite well with two tilemaps but oddly I am getting a similar problem that you had in your demo where the sprite will drop through the floor once it has been on the ladder. I have done a bit of playing and realised that this happens even if not on the ladder eg Sprite moving along conveyor, I jump to move against it and when the sprite comes into contact with some 'floating' tiles which are needed for progress in the level the sprite will just fall through the floor, it does this all the time. I followed the advice on the tutorial on platforms also and created a dummy sprite that was a rectangle and pinned my sprite to this, turned off collision on my sprite and on the Fakeplayer sprite but it does not alter this from happening. I am wondering if it is something to do with the ability to press down and fall thru the platform? To get around player falling off bottom of level I have repeated the blocks on the solid tilemap to look the same as the other map and that stopped that from happening. Any thoughts on the falling through issue?

    Can I turn that bit off so nothing can fall through if down is pressed (it oddly does not happen if I press down?) Very odd.

  • Thanks for the tip(s) I unpacked the capx file and altered the version as advised on another post and am now able to run the exported game in IE or Chrome. Hope the issue gets fixed asap tho.

  • I'm stuck now too as I cannot install the older version I originally used a few days back as I used r188 and now when I try to load in using r184 it says it can't as my project was made with r188. Doh!

  • I have just updated to r188 and prior to this I was able to export to HTML5 and then run the index.html file and play the game I am developing. Since the update it now says "exported games wont work until you upload them" What does this mean exactly as I never had this before? Any help would be appreciated, Jim

  • Just looked and imported plugin(s) but cannot figure out how to run or use it and the instructions are not clear to me. There is mention of making a call to: Action:Import tmx but I cannot see how or where I would use this, how it puts a map into the game etc.

    How do I create two tilemaps on the same layout sheet as when I create one it does not provide me with all the properties that the original one does? Do I need to create two layout sheets as well?

    Edit: Operator error For some reason if I clicked on the new tilemap it opened the tileset box but did not allow me to import the walkthrou map. Anyway I simply dragged it to the preview screen and hey presto I was able to load in the tilemap so I now have two maps on the game, Yay!!!

  • Cool, will take a look at that as currently all levels are single layer in tiled. I will have to go through doing them as two once I prove it works. Thanks (again!!) for the info.

  • Sound advice and once again I very much appreciate all the help you have given. I will take a look at the code and have a play though am thinking that it indeed sounds like two maps is the way to go.

    I am wondering how I go about tying them together and also the other levels as the original game gas 30 of them. I assume that I can use arrays as already mentioned but not played with that side of things are yet. Back in the old (good) days we just made a small array of the level data and then had flags etc to say what level player was on etc.

    Anyway off to have a play with the code. Thanks again.

    Edit: Taken a look and see what you mean re dropping through solid after being on ladder. I will have a play using two maps and see how I get on.

  • Hi, thank you for the update and carrying on with your own code test. I will wait with bated breath to see how you get on I am using tiled to design the levels.

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  • Hi, Though I would do a different post to my first one as that has been answered.

    I have created a tilemap for a platform game which has both some tiles which are solid and some that you can jump through and walk on. I cannot seem to figure out how to force Construct2 to ignore one of these walkthru type tiles as the properties only allow solid or walkthru. I read why this is so which leaves me to believe that for me to be able to have both on a level I am going to have to design two different tilemaps that sit on top of each other and check it this way?

    Below is a screenshot of the 1st level of the game, I am trying to solve the main problems with tile collision before being able to move on to adding levels etc and am stuck on needing to solve the jump thru block on the same tilemap as solid blocks issue.

    [attachment=0:3sqfu4lf][/attachment:3sqfu4lf]

  • Not sure if I need to do a different post for this question as it may help others looking for a similar solution but I am now faced with a tilemap where some of the blocks are solid and some are walkthrough. I have read the properties and info re 'solid' and it seems I cannot do it with a single tilemap as there is a danger of the player getting stuck in a block so my thinking is that I will need to create another map of the same dimensions with its own blocks that are all walkthrough and then compare where the player is at on both the solid and non solid tilemaps to ensure I do the correct action.

    EG: I have a ladder block, I have already made it so that the player when standing on it will move up automatically but of course the block is solid so I cannot walk into the block which is what I need. If I want to do this behaviour will I need more than one tilemap and is it possible to have more than one on the same level?

    Hope that makes sense, if not then I might be able to upload the game so you can see exactly what I am trying to do.

  • Got conveyor block to work, yay!