LittleStain's Forum Posts

  • This is expected behavior..

    If you would use the default controls and keep the key for jumping pushed it would also jump only one time..

    It seems your event is working correctly..

    So now the question arises when do you want your enemy to jump and add events and conditions for that..

  • Could it be that when you check if action4 is jump, you are checking if action2 is something else and that condition is also true

    Why use action4=jump and not just action=jump?

  • This warning only shows when your polygons are overlapping at some point..

    Look at the polygons for all objects with the physics behaviour

    Look at every frame of every animation if there are more than one frame or animation

    make sure there are no overlapping or almost overlapping points within the polygons

    change the physics from collision-polygon to bounding box or circle for square and circular objects..

    If there are still issues, turn of the physics behaviour for one of the objects at a time to find out which of them is causing the problem..

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  • > And if you fifn it annoying to answer all my questions then don't. You seem to be the only one answering today so i could migth aswell get help from sombody else.

    >

    I'm not sure where you read that I find it annoying, for I'm sure I havent said that anywhere..

    My question if you read the manual and followed the tutorials is just that, a question..

    I'm sure it will be much easier to create the program you want and understand the answers we give to your questions on this forum when you get the basics of making games with Construct2.

    Just trying to be helpfull.

  • I guess you are looking for something like this:

    Give the player a booelean variable EndOfLevel

    player on collision with invisibleobject

    player set boolean endoflevel to true

    player set platform behaviour start ignoring input

    player is boolean endoflevel

    player platform simulate pressing right

  • I think I remember seeing a capx that does exactly this on the forum some time ago..

    Wouldn't be hard to reproduce the events though, except maybe for implementing the multiplayer-part in the right way..

  • I'm not sure why repositioning the object would be better than destroying it and spawning it at the right player, but it seems to be only one object we are talking about, so I guess it doesn't make much impact on performance in what way you do it..

    I would personally choose disabling the physics behaviour on the object when not needed and reenabling it when the physics are needed again, but like I said, performance wise the difference would probably not be noticable, so I guess it's a case of whatever you like best..

    You could ofcourse check the difference in performance using the debugger to make sure..

  • It seems like you are setting the bullet direction every tick, while you only want to set it once..

    You could either use a bullet on created event or set the direction in the spawn event itself..

    Just asking, because these are pretty basic events/actions, did you follow any of the beginners tutorials and read the manual to get you acquainted with how Construct2 works?

    This site provides great documentation.

  • Only one of the objects needs to have the pin behaviour..

    From the Manual entry about the pin behaviour:

    Simply adding the Pin behavior to an object does not do anything. You must use the Pin action to pin the object to another object.

    So you would need something like this:

    on start of layout

    pin arm to body

  • My only reservation about using it is I have no idea whether or not it uses collision cells. No biggie for a single check per tick, I guess, but on mobile devices...

    Anonnymitet - I am using my phone and didn't realize you'd already got there!

    Maybe I'm thinking in a very simple way, but if it doesn't use collision cells wouldn't adding an is overlapping condition before the system pick event solve that?

  • I've had a license for at least three years and I don't remember it ever being a license one had to renew every year..

  • I'm not sure what you mean..

    What is the reason for changing the velocity and or disabling physics?

    Is landed the same as on collision or does it only apply when the object has become stationary?

    Respawn/move, I'm assuming this is done in one tick?

    Would destroy the object and create a new one work?

  • Disabling collisions on an object will disable collisions..

    You can't test for collisions if the object doesn't detect collisions..

    Are you sure you mean collisions at all or do you want to set the object to solid-behaviour or something..

    Otherwise a simple

    sprite on collision with object

    action

    would be enough, for no other sprites would be affected..

  • So if I'm not missing the point, I guess the easiest way would be something like:

    Overlapping (Image) point

  • > Setting the bullet direction after spawn?

    >

    > If it's only shooting right, your bullet's angle of motion is probably 0..

    > To shoot to the left you should set the angle of motion to 180..

    >

    I want to be able to shoot one bullet rigth when i am facing rigth and shooting one bullet left when i am facing left. I don't want to shoot to the left and rigth at the same time.

    Yeah, so if you are facing right you should set the bullet angle of motion to 180 and if you are facing left set the angle to 0..