Madguy's Forum Posts

  • I suppose that would work, but I guess the issue there would be that I'd have to make all of my solid walls into physics objects, which could potentially be bad for performance even if they're just sitting there.. ah well, it's no big deal, I'll find a workaround. Just thought it seemed a bit odd that there's no built-in way to ignore jump-thru and only jump-thru.

  • Tried that before-- the problem is, once a collision has occurred, the smooth "falling" flow is broken. When the grenade "jumps down", the Y vector gets reset.

    I've attempted one solution where I track the Y vector number prior to the collision with the jump-thru floor, and then set the Y vector to that number immediately after the collision. Unfortunately, the "falling" flow still gets ever-so-slightly broken using this method.

  • I'd like to have enemies in my game stand on a jump-thru platform and toss grenade-like objects down at the player below. These grenade objects would ideally be able to use the platform behavior because of all the built-in physics that come along with it. But, I'd also need the grenade to pass through the jump-thru platform instead of resting on it. Is there any way of getting a platform object to completely ignore collisions with a jump-thru object?

  • ...OK, I just solved my own problem.. Just had to set the Size property to a negative number.

    Nevermind!

  • This may be a really stupid/obvious query. I'm working on composing the backgrounds for my game out of sprites, and I'd like to find the optimal method of mirroring these sprites.

    I'm aware that there is a mirror button in the sprite editor. However, if I were to just create two animation frames (one mirrored and one not), this would double the amount of hard disk space I'd be using.

    I'm also aware that there is an action that sets objects to 'mirrored', but this would only take effect after the game begins.

    What I'd like to be able to do is place a sprite onto a layout and just say "ok, mirror this sprite", so that it immediately appears mirrored within the editor. I would expect this variable to be controlled within the Properties window, but I don't see a "mirror" property or anything like that. Am I missing something here?

  • That was a really good idea. I changed my implementation to use this method.. works like a charm. Many thanks.

  • I'm trying to create an enemy behavior where the enemy will freeze momentarily if they are hit by one of the player's bullets.

    Though setting the enemy's "timescale" to 0 works to some degree, I have run into a major unforseen issue due to how my enemy is set up. The enemy's behavior involves waiting for a couple of seconds, firing a bullet, then firing a second bullet, and then restarting the process. Simple enough. To accomplish this, I'm using the System command "wait" to determine the amount of time between enemy actions. (seen below)

    <img src="http://i1306.photobucket.com/albums/s571/Matt_Dabrowski/enemy_zpsfe1d9b64.png" border="0" />

    The problem is this: Setting the enemy's timescale to 0 does not pause these specific System Waits. So if there is a wait of 2 seconds and I shoot the enemy at 0.5 seconds, this Wait will continue to count even though the enemy is supposed to be frozen. So once the enemy is unfrozen, their next action will occur immediately instead of 1.5 seconds later.

    I'm going to attempt my own solutions and I'll post here if I come up with something that works really well. It may just involve completely changing the way I write enemy behaviors (maybe it's not a good idea to be using Waits for this sort of thing). But I'm curious as to how other people have dealt with these sorts of timing issues.

  • Nevermind. The solution is actually in this post, I just didn't read hard enough :P

    scirra.com/forum/ctrl-w-and-other-browser-shortcuts_topic48047.html

  • While working on my game today, I ran across an issue while testing. It seems that keyboard shortcuts for the browser that I'm using (such as ctrl+x or ctrl+s) still get called while running a Construct application. This occurred for me in Chrome, Firefox and IE. So for example, pressing ctrl+s will attempt to save the web page instead of just performing an in-game action.

    I found a couple of postings in the manual and on these forums indicating to me that these shortcuts are supposed to be intercepted:

    scirra.com/forum/ctrl-w-and-other-browser-shortcuts_topic48047.html

    scirra.com/manual/113/keyboard

    Maybe this is better off in the Bugs forum, or is there some sort of known workaround?

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  • Wait, nevermind. It was just an error on my part.. I had something setting the gravity to 3500 on every tic. Nothing to see here :)

  • Hey all. I'm a bit stumped over something that I'd imagine is a fairly simple fix. I'm attempting to create a "float" move where the player is able to fall at a slower rate while holding the "down" key. The problem is, the following code doesn't appear to be affecting the gravity on the object at all. Normal gravity is 3500, and I'm attempting to set it to 1500. Is there something I'm missing regarding how the gravity property functions?

    <img src="http://s7.postimage.org/6en9v2dbv/gravity.png" border="0" />