LittleStain's Forum Posts

  • The real physics solution for this would be like this:

  • What behaviour are you using?

    Bullet behaviour has gravity and bounce of solids, so it should be able to do it for you..

    Other ways would be to use sprite.angle or the MovingAngle of the behaviour..

  • Set the bullet angle to 0-90-180-270 on creation.

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  • No problem

    for the 340/20 issue you can just use -20 and 20..

    Good luck with the rest of your Game!

  • Would something like this work?

    if variable > 1000 set text: round(variable/1000)&"K"

    if variable > 1000000 set text: round(variable/1000000)&"M"

  • Couldn't you just move the platforms by setting it's position?

  • Well now you know, switch the characters behaviour to 8 direction..

  • Ofcourse there is, there's always a way..

    First you have todecide what is and what isn't acceptable for the objects to do when trying to avoid collision..

    A car brakes really hard, a person on foot jumps out of the way, another possibilitie is to go slightly in another direction and pick up the orginal direction afterward..

  • On collision with wall - switch to 8 direction and move up - play climbing animation..?

    Would still be a lot easier to give advice when actually seeing what you want and how you have your code set up at this time..

  • It would be nice though to add a link to for instance a youtube film, so people who want to help don't have to search themselves or having to start up the game..

    By the way, what does "like knuckles" mean?

    Exactly the same as knuckles or something resembling it?

    I don't know how Knuckles climbs and don't even know who Knuckles is, so can't help, sorry..

  • Here's a capx with the basics..

    *** Just noticed the creation should be made different so when switching there is first a chance to overlap and there should always be a way to switch sides I thin, but basically

    this is it..

    Can't believe it almost took me an hour.. ***

    UPDATE:

    I've updated the capx to take away the original issues with impossible situations

  • It's basically on tap play animation

    delete the bottom block (overlay animation of block falling away)

    move the blocks above downward

    create random block oustide playing area

    if player is overlapping branch - Game Over

  • I once made a simple timer, just minutes and seconds.

    You can find it in the topic linked.

    Simple Timer Topic

    It's just the basics on how to go about something like this..

  • The way you have set it up I would suggest using the MoveTo- plugin, you can find it in the plugin section (I believe it is the most used plugin for Construct2)

    Another way would be to use lerp (linear interpolation) or indeed the bullet behaviour (There's a moveto example shipped with C2 using bullet behaviour)

  • Wouldn't that be a simple subtract runstaminacost*time from the currentstamina?

    so every 0.1 second if player is running subtract runstaminacost from currentstamina..

    you probably have to adjust the value of the runstaminacost for this, but that should be simple..