m302's Forum Posts

  • 10 posts
  • Wow. That actually worked. Just putting the physics behavior before the platforming/solid behavior fixed it. After doing that and changing the origin point of the player, it ran perfectly. Thanks a bunch.

  • Tried it. Didn't work.

  • I've played around with it quite a bit, but I've still got nothing. Kind of a roadblock :/

  • Hello,

    I am trying to do a physics based soccer style game, but I keep running into a problem. The ball will bounce fine for a short while, but then it begins to slowly bounce and it becomes near unmovable by the player.

    I've found a few roundabout solutions to this problem, but it's significantly more work than just letting the physics engine do its thing. Is there something I can do for an easy fix to this situation?

    s000.tinyupload.com

    Easiest way to recreate the issue is to click the ball into position and let it bounce. The same issue will happen if you let it bounce without using the mouse, but I figured I'd make it easier to see what I meant.

  • Golly, that's useful. Thanks a bunch

  • Not sure if I'm doing something wrong or not, but I sure could use some help :d

    So I just finished making a ton of actions for Player 1 using Gamepad 0, and I'd like to essentially replicate these actions for players 2-4 using Gamepads 1-3, but I'm not seeing any easy way to change that little 0 to a 1(or 2 or 3) for all of the actions. As there are bunches of commands, I'd really like to avoid doing it manually for 3 more players. Any advise would be greatly appreciated.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hello all,

    I have a 3x3 grid with sprites containing numbers 1-9. I'd like for each square of the grid to randomly have one of the numbers, but not have any repeats.

    My first thought was having a 3x3 array with the values 1-9, having a global variable randomly pulling a value from the array, telling the system to spawn the corresponding sprite in the first grid square (ex: if 3, spawn sprite 3 at 1,1), telling the array to remove the pulled value, then repeat this for each subsequent grid square, but I guess my knowledge of arrays is lacking, because I cannot seem to make that work.

    Currently I'm manually "randomizing" the squares with a global variable set to random and several possible configurations for the system to choose from, but it's not truly random and the number of choices are far from what a true randomize could create. So any help would be greatly appreciated.

  • That's exactly what I'm doing, actually. And making an A=B, B=C, so A=C scenario isn't horrible, by any means, but it just feels a little too round-about when there is an easier solution. Since the work around is pretty simple, I doubt anything will be done to remediate this very slight shortcoming, but I figured I'd point it out and hopefully better this already pretty great program.

  • I currently have it setup so that the button's text is equal to a list's text from a different layout. I would like to have it so that I can have a simple condition set to something like 'When Button text = "One", on being clicked, spawn Monster_One' and 'When Button text ="Two", on being clicked, spawn Monster_Two". Monsters being sprites, in this instance.

    I understand there are alternate way to do this, but they seem roundabout when having this option could streamline the process. I can provide a sample layout if needed, but I am not sure what degree of clarity it would provide.

  • It would be nice if the Button object had a "Compare Text" condition when creating events. I've found a work-around involving instance variables, but being able to directly say "If button text =X, then Y" would be very handy and significantly easier.

  • 10 posts