LeKinkss's Forum Posts

  • I know, it is a weird question.

    So, i have my game, with my sprites, characters with a center origin and tile movement behavior.

    But i want to make a tile map with a center origin. Not a top left one.

    To create easily levels.

    If i put the sprites with a bottom left origin, it struggles all of my code, but tilemap works fine..

    Please help !

    Tagged:

  • Are there any other events where you change object position or vectors?

    Can you share your project file?

    Maybe on the ring event :

    we.tl/t-dvT7eFg9Yr

    you have the project and and addon that you need to install. A move to behavior with better things thats the basic one.

  • It's probably your JumpFall function. Why do you need it? Can you just set a higher gravity value?

    nope without it is the same.

    Jumpfall is for a variation in the jump. when you let down the space button, the player dont reach the max value of the jump.

  • How did you make the jump? You need to show your code (event sheet).

    it will change anything but if u want to

  • Hi, I don´t know exactly your problem, but if you put trigger once or key A,B.C...the keys that you use in the platformer and invert or both possibilities , it will probably work.

    dont understand :/

    The problem is ' the jump is depending of the framerate "

    I use simulate jump from Platform behavior. It should not have this kind of problem

    60 fps is like jumping at 100px

    30 fps 50 px

    144 fps 150 px

  • hey !

    so i am using the platformer behavior. And Space for simulate Jump.

    But my character is doing higher or nor depending on the framerate.

    What can i do.... ?

  • For some reason, no matter how much I read about delta and try to understand it, it just doesn't sink in. Then you have people on the forums using different delta formulas which makes it more confusing.

    I wish there was a way to just set the minimum and maximum framerate within the project and just call it a day.

    Even using behavior system, the jumping is not the same at different framerate

  • It is very weird, with my controller when the game is launch,and when the screen is full, my controller got input lag. Not with my keyboard but only with controller.

    There is no input lag when i make an .exe so its ok. But why ???

    Tagged:

  • Have a look at layers and blend modes. You can create a sprite the size of the bullet and have it reveal what is behind. You can also use the drawing canvas

    what do you mean behind ? which blend mode should i use ? should i make invisible the walls then visible when touched by the sprite ?

  • I try to make like a sonar top down game.

    So when i shoot with a bullet on a wall, i would like to show only the part of the sprite touched by the bullet. Like if the hit is making a 120x120 pixels on the wall. I want only that 120x120 pixel shown.

    Thx

    Tagged:

  • I had a similar problem just recently with one of my test projects.

    My project had players walking faster on 144fps monitors compared to 60fps monitors, so I used the "Every X seconds" action to cap how many times per second it can run.

    For example:

    This action is running 60 times per second.

    1 / 60 = 0.0166..

    I'd suggest using this and making your actions work how you want at 60fps, then they should work just as well at 144fps.

    we.tl/t-0T7qv3bKWv

    if you want to figure it out... i am down... i hate this system. Why it can be simple ?

  • I had a similar problem just recently with one of my test projects.

    My project had players walking faster on 144fps monitors compared to 60fps monitors, so I used the "Every X seconds" action to cap how many times per second it can run.

    For example:

    This action is running 60 times per second.

    1 / 60 = 0.0166..

    I'd suggest using this and making your actions work how you want at 60fps, then they should work just as well at 144fps.

    doesnt work.. i dont know what can i do...

  • > > My shortcut is to take whatever number you had before, and multiply it by dt and your development environment framerate. So ((value)*dt*144).

    >

    > How does your formula differ from Ashley's (simply multiply amount by dt)? Like, what is it supposed to do differently? Genuinely asking.

    Lets say your original value was 10. The object will move 10 pixels every frame. If your computer runs at 60 fps, your desired result would be that it moves 600 pixels over 1 second. However, this is framerate dependent. If the client runs at 30 fps, it would only move 300 pixels over the same amount of time. At 120 fps, it would move 1200 pixels in one second.

    dt is the actual time passed between frames. Generally speaking this will add up to 1 over the course of 1 second. So taking your original value and multiplying it by dt, 10*dt, would give you the result that the object would move 10 pixels over one second, regardless of the fps. This is a big difference from your original goal of 600 pixels at 60 fps.

    So you multiply it once again by your development/target fps - If the 10 value originally looked ok to you, and you're developing at 60 fps, your goal would be for your object to move 600 pixels over 1 second, so you multiply 10*dt*60. If you were originally developing at 120fps, and 10 looked right to you, the object had originally moved 1200 pixels in 1 second, thus you want 10*dt*120.

    The object will then always move either 600 pixels over 1 second, or 1200 pixels over 1 second regardless of the frame rate, but it depends on what you were targeting in the first place. That is why you multiply by your development framerate.

    It doesnt work.. When i run my game on a 60 fps screen computer. My player jump is lower than at 144 fps. even with putting the development frame

    if u can help me please : this is the project : we.tl/t-0T7qv3bKWv

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  • Create a variable that tracks each enemy on screen. If that variable is 0 summon the next wave.

    Check out the tutorial:

    https://youtu.be/JFRZGfCyC3o

    it works but i want to make a specific spawn. How can i add multiple values of random ? Or how i can do with multiple sprites spawners ?

  • Hey !

    So i want to make a wave system on a different spawners at random and set a X number of monsters to spawn on wave 1, then wave 2.

    I want that all monsters from wave 1 are dead to start the wave 2.

    The problem is that i need to put outside of layout a monster, already destroy on start of layout. If i dont do this, when it spawns, he goes away, disapear frame 1.

    I want that my global var when reaches 0, start wave 2.

    How can i do please ?

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