LittleStain's Forum Posts

  • Those events seem correct..

    Care to explain what you mean with it doesn't work anymore?

  • What are AI bots and why are they leaving the layout?

  • You'd just have to add another instance of the same sprite..

    I might be completely misunderstanding your issue, though..

    Sounds pretty straightforward..

  • OH lol 5....... i tried others bigger numbers XD it works, thanks again LittleStain

    Offset virtually moves your sprite and tests if it overlaps..

    Moving it 800 pixels down as you originally did is ludicrous..

    You wanted to see if it overlapped something directly under it, 1 px could have been enough..

    5 is already overkill, but still works..

  • Really?

    For me it works perfectly with an offset of 5..

  • I was only trying to explain that your event is trying to destroy a platform that is overlapped by the player when the player is moved 800px down..

    What you would like to check is if your player is overlapping at a much smaller offset in the y-direction..

  • the sprite "player" jump strenght is 800 you can see that if you open the vertical infinite jump example in construct 2

    So, is there a platform 800 pixels beneath the player?

  • Using uncountable amounts of sprites isn't really a good option..

    Haha, my tablet just froze typing that reaction, because I was trying to play your game through debugger..

    I've seen some examples on this forum of digging games, all using different techniques..

    One started with bigger sprites only made smaller on collison when needed, which was pretty nifty..

    I think that was before the tilemap-object was added to Construct..

    I would suggest using that instead of the huge amount of sprites if one of the earlier examples don't suit your needs..

  • You could use a sprite with two frames for that creating it at the right time with the right frame..

  • how much is the player.platform.jumpstrength?

    is there a platform at that offset?

  • You don't want to use player.angle for it is the angle of the player-object..

    What you want is the angle from the position of your object to the position of the player..

    One way of getting that would be to use this expression:

    angle(object.x,object.y,player.x,player.y)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm guessing player.angle = 0

  • > If you could give a better explanation of what you want it would be easier to help..

    >

    > Would putting the enemy on a layer with 0,0 parallax and having it move on it's own be what you are looking for?

    >

    My enemy doesn't move like this but let's say the enemy moves up and down . The enemy should keep moving up and down it should keep moving up and down but it shall always be on screen. Basically the enemy should always be on screen.

    Without better explanation it is hard to guess what you want..

    The enemy won't move if you don't give it a movement behaviour (or code the movement yourself)

    You could put it on a layer with paralax 0,0 to keep it on screen , clamp it to the viewport or a certain distance from the player end there are more options..

    How free would the movement of the enemy be?

  • You could check if the player is on top of it using overlapping at offset and attach the appropriate actions to that..

  • A string is just a sequence of letters, numbers and punctuation marks, also known as a text..