Makoren's Forum Posts

  • Right now I'm using the Solid behaviour on my player character and enemies to prevent them from moving through each other. They are in separate families for obvious reasons.

    Now I want to add a "friendly NPC" family that will attack enemies but allow me to pass through, so the Solid behaviour on its own wouldn't be enough to solve this.

    Is there a way to do this with the Solid behaviour or do I need some fancy events?

  • Is the collision box of all you frames the same?

    This is the answer. I just assumed that the collision polygon covered all frames, so thanks for that.

    I will check out Kiwi Story when I wake up, will come back if I'm still having problems.

  • I'm having troubles with the Platform behaviour on one of my objects. I have a Player object with the platform behaviour on it, and it's colliding with a Ground object with the Solid behaviour. I also checked the "Optimize for Pixel Art" option when I created the project, which could be relevant.

    However, the collision is not at all what I expected. The Player object seems to hover a few pixels off the ground, and does some rubber banding if I try to move into the side of the Ground object.

    Here's a link to my Player's collision polygon, as well as a couple GIFs displaying what happens between the Player and the Ground (the Ground's polygon is default):

    imgur.com/a/VcNJwWH

    Why is this happening? Is there a setting I should change, or should I be avoiding the Platform behaviour?

  • Just changed the origin and now it works perfectly. Thanks!

  • kriand I almost have it working using your method. Your math was a bit off, I had to use -ViewportRight instead of ViewportRight for the right side button's size, because otherwise the button would be displaying off the right side of the screen. But otherwise, it works!

    But I have another problem, my buttons overlap. See image attached.

    The right side button (purple) overlaps the left side button (green) whenever I try to scale the preview window below the original size. From what I understand, it should be calculating the viewport's scale every tick, so I'm not sure why this is happening. I am using the Scale Inner setting in my project properties.

    Anyone have any ideas?

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  • I have two sprites in my layout that are half the size of my screen. I'm using these as touch inputs, when I touch the one on the left side of the screen my player moves left, and vice versa for the right side sprite.

    The problem is, if I try to test the game on different screen sizes (or even just resize the preview window) the sprites don't stick to the edges of the screen, so the "buttons" are a bit unreliable.

    How would you do this in Construct 3? Or is there a better way to implement these input buttons?