Mcflygold's Forum Posts

  • 12 posts
  • Here's a few notes from me. I'm a complete newb to Construct 2, so there are probably better ways to do everything than the way I may suggest! <img src="smileys/smiley2.gif" border="0" align="middle" />

    First, I noticed that your Background image was on the main layer. I moved it to the "Background" layer since I figured it belonged there. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Secondly, I noticed that your block sprites are 32x32 pixels, yet in your level they're only 25x25? I don't know if that's intentional or not, but I thought I'd mention it just in case. Also with your level layout, it's usually easier to line things up if you use the snap to grid function. (Which is another reason I mentioned the size difference from 32x32 to 25x25.)

    There were also some hidden "landing_objects" placed under some of your coin blocks. I removed them since they were causing problems with the player hitting the coin boxes.

    Lastly, I changed the event where the player hits the box so that it changes to the "blankblock" without you having to place both in the scene overlapping each other.

    There's still some things that need to be worked out, but hopefully this gets you going in the direction you wanted to go! <img src="smileys/smiley1.gif" border="0" align="middle" />

    dl.dropboxusercontent.com/u/98323832/Construct2/supermariobros-altered.capx

  • Sargas Thanks for the suggestion, but I tried that. I've at least 3 or 4 downloaded examples I found in the forums and for some reason it works in those example file but not in mine.

    ash1221 Yup, I've tried that too. Unfortunately, it more of a teleportation and not a gradual movement from where he's hit to where he ends up.

    BACLog Thanks! That actually worked! I gave it a "Wait" of 1 second to return it back to its normal speed. Works like a charm!

  • So I've been at this all day trying many different things from setting vectors to changing gravity and even sitting on my foot. Nothing has worked so far. (No seriously, my foot is numb now. Why do I always sit on my foot?)

    So I'm trying to do something very simple and basic. Player walks into enemy, player loses 1 health and gets knocked back a bit. Like I said, I've read and tried many different things I've read in these forums... nothing seems to be working.

    Here's the file: dl.dropboxusercontent.com/u/98323832/Construct2/BrokenPushback.capx

    What am I missing?!?!?

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  • Wow... some people in here have such wonderful back stories! I'm afraid I'm not going to live up to such introductions. Actually, I know I'm not going to, so I guess I'll just jump into my lame intro now. :)

    Hi, my name is Anthony and I live in Central Florida. That means that whenever the wind blows, we get terrible rain and we lose power. That's not especially fun for me since I'm a techno geek!

    I've been a gamer since the Atari 2600, and my favorite game from that time is most definitely a game called Adventure! Castles, keys, swords, dragons, bats... this game had it all and had me hooked! Then the NES came along and gave me The Legend of Zelda and I never looked back! Gamer for Life!

    So here I am many years later and looking forward to the possibility of contributing to a hobby that has kept me company and kept me sane throughout my life!

    I look forward to sharing and learning all that I can here.

    End of Line.

  • It doesn't work with Release 139   <img src="smileys/smiley19.gif" border="0" align="middle" />

  • there's a capx in the forums, search Push Pull

    Thanks for the suggestion but I took a look at the Push/Pull file and I don't think it applies to my problem at all.

    The "push" effect I'm making is more of a forceful push, like a blast of force pushing the enemy back a few feet and then stunning it. If you download the file I provided, you'll see what I mean.

    I'm still hoping for help! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hello friends, just wondering if anyone has any insight into my problem? I'd appreciate any and all input!

  • Firstly I'd like to thank BluePhaze for trying to help me out. I'm unfortunately not quite grasping the concept and the solution is just eluding me.

    I've done some more searching and a lot more experimenting and found something by xavy027 that's very close to what I was looking for. The thread can be found scirra.com/forum/slide-action-while-keeping-platform-behavior_topic63858.html The solution gave me the push effect that I'm looking for, but it needed a few tweaks. It had a weird bounce back problem when the enemy would hit a wall. I'd rather have it so the enemy would hit the wall and stay stunned for a moment before moving again. I have that almost working, but there seems to be an inconsistency in the push effect.

    If you push the enemy and then push the enemy immediately after it begins moving again, the push doesn't work properly the second time. I'm including the file of the newest example. There's 2 disabled actions that act as timers so you have to wait 4 seconds before using the push again, but even when they're enabled the second immediate push doesn't work right.

    I appreciate anyone taking the time to read this and appreciate any advise even more! Can someone spot what I'm missing or even show me a simpler way to do this?

    Here's my file: dl.dropboxusercontent.com/u/98323832/Construct2/PushbackTest2.capx

  • What you need to do is whenever you set your enemies direction, also assign it to a variable. For example in my games, when an enemy is moving to the right, I set an instance variable "direction" to "forward". If the enemy is moving to the left I set "direction" to "backward". My event for pushing the enemy should check to see if the direction of the enemy is "forward" or "backward". Then you can adjust it's position accordingly. For example if it is "forward" then to push it back I have to subtract from vector, if it is "backward" then I need to add to vector.

    Hope that makes sense...

    The enemy in my example file does have an instance variable set up for movement. It's simply called "Dir." It looks like this:

    Enemy > Dir = 0 > Enemy: Simlulate Platform pressing Right

                      Enemy: Set Not Mirrored

    Enemy: Platform has wall to right > Enemy: Set Dir = 1

    Enemy > Dir = 1 > Enemy: Simlulate Platform pressing Left

                      Enemy: Set Mirrored

    Enemy: Platform has wall to left > Enemy: Set Dir = 0

    It seems like the problem I'm having is coming from the player's direction, but I'm not sure. I basically need the enemy "pushed" in the direction the player is facing regardless of what direction the enemy is moving.

  • For some reason it seems like my post was incomplete. I also added the file to show my problem, but it's not in my post.

    Let's try adding the file again: dl.dropboxusercontent.com/u/98323832/Construct2/PushbackTest.capx

  • Here's a simple file I made with working controller support. I have no special plugins or anything like that. Just the Chrome browser and a plugged in controller.

    By the way, I'm using a PS3 controller with special drivers I downloaded that basically make the PC think it's an Xbox 360 controller. I only own a PS3, so that was my workaround. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Movement is with the D-Pad left and right and Jumping is set to the "A" button on a 360 controller.

    I hope this helps.

    dl.dropboxusercontent.com/u/98323832/Construct2/Controller%20Test.capx

  • Hello Everyone!

    This is my first post here. As most first posts, mine is a problem I'm having.

    I'm completely new to Contruct 2 and trying to learn what I can from the great tutorials found here and youtube. I'm currently experimenting with a 2d platformer and I'm trying to simulate the player pushing back an enemy. I have it seemingly working in 1 direction, but not in the other. I'd like to apply this effect to more than one enemy in the future, but for now I'd settle on it working on just one!

    The enemy has a platform behavior so it can walk back and forth and fall. It also changes directions when walking into walls with the use of an instance variable. It also has a bullet behavior for the push back effect. I found an example of the effect here: scirra.com/forum/how-to-make-a-simple-sprite-knockback-in-8-dir_topic53242.html

  • 12 posts