LittleStain's Forum Posts

  • In the new project dialog there is an example of a rotating platformer.

    It's worth a look I think.

    It set's the angle of the layer based on the angle between 2 objects, with some work you should be able to transfer this to your situation.

  • Could you try explaining why you want to do this this way.

    It really seems to me you'd like an explanation on how to do things in a not very effective way.

    Setting a string variable can be done in the same way as setting a text-object's text.

  • I'm sure the effect you are trying to achieve can be achieved.

    instead of the scrollto behaviour there is also the system scrollto action,

    so maybe something like this would work?

    every tick

    system scrollto Circle.x+0.5*windowwidth, circle.y

  • Here you go:

    https://dl.dropboxusercontent.com/u/485 ... onLOS.capx

    Just a capx with exactly what I said above.

  • Are you trying to add a trigger to a triggered event?

    I don't see any of the triggered events in your list.

    If you create a new event the triggered events (green arrow) should be selectable.

  • Ok..

    So you want to click anywhere on the screen and make the player go there with platform movement?

    I guess you could try to make that work by creating some sort of waypoints (or area's in which the characters actions should change) and base those actions on where the character is supposed to go..

  • You could try giving the enemy 8 direction behaviour and set it to 4 directions

    Give the enemy an instance variable "direction" type string

    For each enemy

    every second

    enemy set variable direction = choose("vertical","horizontal")

    enemy has line of sight

    -- enemy compare variable direction = vertical

    ----- player.y < enemy.y

    enemy simulate control - up

    ----- player.y > enemy.y

    enemy simulate control - down

    -- enemy compare variable direction = horizontal

    ----- player.x < enemy.x

    enemy simulate control - left

    ----- player.x > enemy.x

    enemy simulate control - right

  • The question may be clean, but I'm not sure what Platform pathfinding is..?

    C2 has an inbuild pathfinding-behaviour, which you could use, or you could choose to download the 3rd party-plugin moveto, or even the 3rd-party-plugin Lite-tween.

  • Yes.. It can be a very short time..

    You could even have -perfect/good/bad/missed/too soon/too late- depending on the time the player pushes.

  • I usually add a browser object, put these actions in a function and call the function both on start of layout and on browser resized.

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  • It's as easy as:

    object on collision with ground - object destroy

    You can find the on collision event under "Collisions" when the add events dialog opens.

    The collision-check itself has nothing to do with the physics-behaviour.

  • I don't think it's humanly possible to press the button at exactly the same milli-second off the "on timer".

    It might be better to check the time passed since the last timer to see how close to the beat the player has pushed.

  • The behaviour you'd like from the rocket would (almost certainly) be different from the behaviour somebody else would like for a rocket.

    Creating all these different possibilities would be near impossible.

    It would also feel like a waste of time, considering the effects can be achieved by adding events.

    The fuel could run out based on time - adding the timer behaviour would work for this

    The fuel could run out based on distance traveled - subtracting the distance traveled from the amount of fuel would work for this

    Initial acceleration could be achieved by increasing the speed from 0 to the max speed after the rocket is spawned.

  • When recreating it in my own project it does work, so could you explain what it is that isn't working and what effect you do get?

    capx download

  • To check if the x position of the anchor is still 236 pixels, you could set an object to that position every tick.

    It is possible that although it stays in the same position on it's own layer the x-position within the project changes, due to the paralax.