LittleStain's Forum Posts

  • By the way, if it's possible for all three to be on screen at the same time, don't forget adding an event to stop the loop when that happens, or you'd have an endless loop..

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  • I always thought using global on the player-object should keep the instance variables intact..

    Are you sure you are not resetting them through events?

  • I guess something like this should work:

    Also you should probably put the move along path in a seperate event "on path found"

  • I said that pinning the player to the platform works in some instances but it really doesn't. The player can land on the platform and stand on it fine but it it can't jump off it most fo the time and it often falls through it when it changes animation and the player needs to be able to jump off the platform and switch animations on it. So i need another solution both for the player to be able to stand onthe platform still and move on the platform.

    Pinning should work just fine if you do it the right way..

    On any moving key pushed first unpin and then simulate the behaviour and you're ok..

    The other idea I gave was using the clamp, which should still work, or try the above solution by mindfaq..

    So there's already three possible ways described in this thread, need more?

  • I think in this case I would just put the

    enemys health < 0 subevent

    as a subevent of the collision event..

  • So why not add only on enemies death?

    So add the action giving experience points to the event that makes the enemies health go under 0..

  • You could unpin the player when you want to move?

    Another way would be to clamp the players x-position to the platforms boundingbox left and right if overlapping at offset..

  • I guess instead of:

    random(LayoutHeight - self.height)

    You'd use

    random(Oldposition-100,Oldposition+100)

  • So what you are trying to do is this?

    on tap

    moveto x= clamp(touch.x,79,199) y = clamp(touch.y,158,199)

    This event could replace event 2-11

  • Could you explain what the problem is exactly?

    In what way have you set the boundaries?

  • Also, by "make it work", I mean making it not fall through the ground.

    It's as simple as this:

    Give the ground physics behaviour and set it to immovable..

    If you want the ground to fall too, don't set it to immovable..

  • Why not?

    What result are you getting?

    What result do you expect?

    What are the events you are using?

  • Well if it's not working, it might be your events, right?

    Are you using the correct coordinates, are you not setting the player back outside every tick?

    Without seeing the events, ther is no way of knowing why it doesn't work..

  • Could you share your events?

  • How do I make it work without Making it Immovable?

    Make what work?

    Solid doesn't react to physics..

    The object should have physics behaviour and preferably if the object is moving, this movement should be done with physics, if the object is static, set it to immovable..