marss's Forum Posts

  • I could do that, but the clickable objects can vary and won't initially be attached to the grid, they'll be randomly positioned, that's why i'm setting them to go as they're clicked, so that I can assign which ones go in each space of the grid.

  • Sorry, that was confusing, I mean at the end i'll be making a larger grid that has all those sprites inside of it, including the grid sprites with the clickable objects.

    So there'll be grids inside of a larger grid that I want to make by spawning those one beside the other, sry that's confusing me too..

    So at the end would be something like this, with each "Grid" containing 9 clickable objects:

    Grid | Grid | Grid

    ------------------

    Grid | Grid | Grid

    ------------------

    Grid | Grid | Grid

    But I'm not sure how to get each instance of the "Grid"'s to position them in that pattern once they're being spawned one by one.

  • I'm doing a game where there are objects spawning (didn't implement that yet), and when those objects are clicked they go into a grid, which i'm making by taking the image points of a grid sprite i made and assigning the clicked object's position to each corresponding image point.

    The problem i'm facing now though is that when I have a grid "filled" by those objects there is gonna spawn another grid instance, of the same grid sprite, where i can keep assigning objects into, however i don't know how to keep creating other instances in relation to the last created so i can make up a grid of grids, in order to get to the second part of the game.

    This is a screenshot of what i have so far

    Any help is greatly appreciated

  • That works, I tried doing something like that but it stops too suddenly, I'm trying to do something that doesn't keep the player stuck in the y axis, just still if there should be some way.

    I tried applying force, but it keeps adding up every tick.

  • I'm making a 2d game with a bird and want to make it so when you hold up it stays hovering while still being able to move sideways, but I couldn't find a perfect way to do so.

    I'm using physics for the movement and tried making it immovable but that stops it from moving sideways, and also disabling physics but that has the same result.

    Is there some way that could just have a constant force against the gravity of the player?

  • Seems like spawning it at player.x,player.y would be fine if you are falling into water.

    I've tried doing that but it's not spawning right on top of the "liquid" object, the splash spawns at the center and doesn't really show up.

    I made the player on collision spawn the animation sprite, but it doesn't spawn in the right place.

    https://1drv.ms/u/s!AhYfV0JGWIPygp41thcr6DNt2mm2bQ?e=fORpU0

  • I'm trying to make something like a splash animation where the player overlays with another object, which will be like a "liquid", but I want the splash to spawn as a sprite animation I made where the player falls into the liquid and the animation has to have the same angle as the "liquid" object.

    I found the contact at position expression, but the animation never goes in the right place to make it seem accurate.

  • I'm making a platformer 2d game in which I have a circle with multiple paths that are supposed to connect with different horizontal pathways once it rotates to an assigned position. And I need to specify an accurate angle for the circle to stop once it turns. The problem is that even if I make a behavior that sets the circle to rotate and stop at 180° for example, it doesn't do precisely that, it will stop at 180.754° which ends up making the pathways slightly bent since their angle is different than that of the path inside the circle.

    Is there another way to do that so each path fits better once the circle finishes rotating?

  • I tried playing a bit with it and put the anchor to the center point of the rotating object that makes the map rotate, but now the whole map moves together with the player, I wanted to make it so the player can move freely around the map but is able to rotate from different sections of the map.. I'm just seeing if it's possible since it sounds really complex to me, I think it'd need a movable point in the center of the viewport while it can also rotate the map from wherever the player is in the map.

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  • I'm still new to construct and I never used it, do I try it together with the behaviors I already mentioned? Or by itself, if it can make that sort of mechanic?

  • I want to make a mechanic for rotating the map but I'm struggling to find a way to always center the rotation in the viewport's center, so far I managed to rotate platforms that belong to the map with pins and rotate behaviors but It wouldn't work for very large maps, would there be a better solution?

    Ps. I need to keep the character standing up while the map rotates.

    Any help is greatly appreciated!

    Tagged:

  • I haven't touched the Y value, it's set to 0 as default, should I have done something else?

    I'm trying to make a physical character and I need it to be physical because it switches to another mode/sprite and when in this other mode it disables the controls of the character, and I tried doing that with the platform behavior, but it loses momentum when I switch to the mode without controls, which is why I'm trying to make it with physics, so the momentum is kept the same.

    Another thing is that this other mode will react to the environment like a physical circle colliding around with the map.

  • I've tried using velocity instead, but in that case, the object moves in the x-axis while not falling anymore, it just keeps going in a straight line "flying" above other surfaces

  • What behavior are you using - Physics?

    Yes I'm trying to use physics to apply force horizontally while holding a key down but to maintain the same value of force all the time while holding the key and to return to being still after I let go.

    Is that possible?

  • I'm trying to make the input while the key down always apply the same amount of force, but it keeps adding up and constantly getting faster as I hold the key, how can I keep it to the same value?