jimwills's Forum Posts

  • Thats great and helps to show me how you add this type of thing to a game as I was confused on how to apply these type of checks in Construct. I am now trying to figure out if it is possible to have some tiles as solid and some as 'walk through' in the same tilemap? I am guessing I will have to check what time is to my left or right and then do an action to let it walk through somehow?

    Anyway the demo you did has been a great help and much appreciated.

    The conveyor blocks I only just noticed doh! Another major help and looking at the code fairly simple to implement so a ladder type one could be similar in principle.

  • Fantastic and many thanks again.I have managed to rip the code from the example and modify mine and eventually once I realised I had changed the point of origin to the bottom of the player and removed the +32 from the Y position it worked perfect. Yay. Gonna have a break from it now and carry on tomorrow. Great support and thanks again. Jim

  • Cheers guys, will take a look at them and see how I can adapt them to my game. VERY much appreciated...

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  • Ok, I have spent pretty much the whole evening going through the search/topics and manual and cannot find anywhere that refers to how I can detect which block in a tileset my player is standing on at any one time? I am sure it must be possible but so far I cannot find out how and none of the options in any of the menu's are specific to this task that I can see so need someone who has done this before to help me please? Pulling my hair out at now with it cos it must be simple...

  • You can compare what Tile ID is currently in collision with Sprite. So if Sprite is in collision/overlapping tileID=6 (ladder for example) -> do some stuff with sprite

    Thanks for the replies. Re above, that is pretty much exactly what I am wanting to do but simply do not know using Construct how I go about doing it? Eg How do I 'test which block the sprite is standing on' for example? Where is the option for me to access those kind of things which is basically how I did it on the Memotech and others all those years ago.

    Re having more than one tilemap. I was just thinking that if it is not possible to check what tile I am on (have not found out how to as said above as yet) then having different maps would allow for this perhaps but I would much prefer the simple option of creating an action based on what tile I am on so I can then have specific actions for Ladder,Spike,Key etc.

    Hope I am making myself clear as is it not always easy to write down things. Jim

  • Hi, the map(s) or more accurately each level has already been done in Tiled as I was trying to use a cocos2d based engine but found learning C# to time consuming for now so hoped C2 would work. I am not understanding exactly what you are meaning re filling tilemap with data (unless you mean whats in the tmx files already?) What I am wanting to do is if the player walks on the conveyor block it moves him left/right or if he touches the ladder block in the tileset he starts to move up etc. Does that make sense? I just tried to create it via a sprite but alignment is a nightmare and creating 20+ sprites for just the conveyor blocks seems wasteful? I am sure I am missing something

  • My first post and I am trying to do a version of an 80's platform game I worked on back in 84 (very similar to Manic Miner). I need to be able to set different properties to specific tiles and am not sure despite hours of online searching. I have four main types for this game; 1 solid wall block, 2 Jump thru but stand on block, 3 collapsible block and finally a block that moves the player either right or left if the walk on it (conveyor). Without creating different layers and tilemaps for each type of tile how can I do it? Any help would be appreciated. Cheers, Jim