Justin64's Forum Posts

  • I've been trying to test my game using this controller, NES30pro, however for some reason, none of my games can read any input coming from the D-pad from this controller. It can read the other buttons just fine, but not the dpad. Is there a solution or workaround for this?

  • I'm trying to make a level select where when the player presses a button, it will increment the level number once, but if the player holds the button, it will continuously increment the level number till they stop holding the button. It sounds simple, but I can't seem to figure out an elegant solution to do so.

  • I tried to make them solids, but the collisions started to act wonky.

  • Sorry for making 2 threads, just have another issue. I'm making a game where the player creates a copy of themselves from an item. It basically spawn another instance of the player's sprite. I just want to know a way to prevent the player's box from overlapping another instance of itself.

    I had it setup something like this:

    If Player.X < Player.X, then Set Player Platform vector X to -100. Obviously this isn't the correct solution, but still trying to figure this out.

  • Hey, I just would like to know how would I create a platform that would rise/lower to a specific spot and then stop. I tried using custom movement but it's not working exactly how I would like to. Does anybody have any suggestions?

  • I think (assuming that the player is not solid), that you should think the other way. Dont push, always pull. Make the block pull the player (what looks as the player pushing, make the player pull the block (what looks as the player pulling). In my head this makes sense, but guess i got to try it myself first.

    If the player now collides, with the intention to push, it is the block that moves first (actual pulling), and player (not holded up by a collission) just keep its distance.

    If the player now collides, with the intention to pull, it is the player that moves first, and the block is just following.

    Thanks! I get it!

  • Awesome! This is practically what I needed! Thanks! Just a question, how would I apply this to a 2D platformer? The enemies on top are physically above (or have a greater Y coordinate, IIRC) than another instance of itself.

  • I have two questions, but here's my first one.

    I want to know how do I get an instance of a sprite, let's say 2 of the same enemy sprites in which if they are stacked on top of each other, player can't hurt the bottom one? The way I have it set up, it doesn't seem to be working.

    I have it set up as this: (Forgive the pseudo code, couldn't get a screenshot)

    If {

    (EnemySpriteA on collision with EnemySpriteA) && (EnemySpriteA Y < EnemySpriteA.Y)

    Set EnemySpriteA Instance Boolean "Invincible" True

    }

    My second question is that I want to make a power up where when the player touches it, they get a clone of the character. I made quick example of it, it spawns another instance of player sprite. However the player has no control of it till it touches a solid object. Is there a way to have it where the player spawns the clone player to have control of it the moment it spawns, as well have the same momentum as the player as well?

  • Thanks! However I still prefer the platform styled pull/push since my game is a platform game. Would anybody know the potential cause of the block's "fidgeting"?

  • >

    > > I have found another thread with a capx example. This is not platform based, like the first one, but it seems its 8 direction method is pushing objects smoothly.

    > >

    > > 4-way-push-pull-object-help_t82846

    > >

    >

    > The downloads are no longer available. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" />

    >

    This one was still available on that page. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" />

    https://dl.dropboxusercontent.com/u/108 ... leBox.capx

    Thanks! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /> I tried to implement it, but it still causes it to "fidget". I don't understand why since both the playerbox and objectbox have the same speed, acceleration and deceleration. It doesn't seem to be pushing the object correctly, it seems the object slightly bounces off the player box every pixel.

  • I have found another thread with a capx example. This is not platform based, like the first one, but it seems its 8 direction method is pushing objects smoothly.

    The downloads are no longer available.

  • When I adjusted the speed in the example it cause the objects to fidget as well. :/

  • Check your project settings, how big are the objects? Is pixel rounding on/off?

    My project is 640 by 480 and pixel rounding is off.

    > Hey, I want to make a platformer where the player can push and pull objects.

    > I've used this method to push/pull objects.

    >

    >

    > It works, but the object box seems fidget. is there a way to have it move smoothly?

    >

    Check out Miu3's example below.

    I tried using that, however I want the player to be able to push/pull objects without any resistance. Is there a way for me to have plays pull/push objects without any resistance smoothly?

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  • Hey, I want to make a platformer where the player can push and pull objects.

    I've used this method to push/pull objects.

    It works, but the object box seems fidget. is there a way to have it move smoothly?

  • Thanks! That did the trick!