ome6a1717's Forum Posts

  • I'm trying to develop an air dash in a platformer where the player dashes in the direction of "angle(Player.X, Player.Y, Mouse.X, Mouse.Y)". I've set up an instance variable called DashAngle and use the Move 20 pixels at DashAngle.

    My problem with the code is that no matter what I do, you can "dash" through solid objects. I've tried instead of "Move 20 pixels at DashAngle" to disable Platform on the player and enable the Bullet behavior instead, and that also gets the same issue.

    To fix this, I've input a line that basically states if you dash into a solid, cancel the dash. This works fine - but it seems slightly strange if you're dashing UP to a spot. If you hit the side of the solid, you stop dashing altogether and fall back down. So my actual question is:

    Is there a way to utilize an air dash with solids being involved (ie. pushing towards the solid at the angle specified instead of going THROUGH it)

    In case none of this made any sense, here's my code:

    <img src="https://dl.dropboxusercontent.com/u/28104568/AirDash1.PNG" border="0" />

    Any help would be greatly appreciated.

  • Guys he means disabling interaction with solids for certain objects, not as a whole. It's been requested a dozen times now o.o;

    For example - Your player can get a special ability that allows him to walk through a solid object but everything else will still interact with it. Currently you can't do this.

    This is exactly what I mean - sorry for the confusion.

  • Playing around with the pathfinding behavior; it would really awesome to have something similar to the "choose obstacles" when using the solid behavior.

    In example, if you wanted enemies are not solid to each other, but are when running into the player.

    A "Disable Obstacles" would probably make more sense...

  • spongehammer - Thanks for taking a look at this. I even put the upper angle to 0 and lower angle to 0 and it seems to be okay. I've also created a sprite on the last vine to "attach" the player so you can swing from it. I think it works - but it'll require a little more testing.

    Thanks so much!

  • Can someone take a look at this to see why the joints keep moving the objects when nothing is affecting them? I can't seem to figure it out.

    https://dl.dropboxusercontent.com/u/28104568/Vines.capx

  • I completely do not get this - no matter what I do, these things are just spazzing out. I've tried the old fashioned way of creating individual pieces and linking them all together, but I get the same exact results.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • mutuware - I've tried changing all of the values - they don't seem to fix it. It's almost as if the "if loopindex = 0" is instead counting the 2nd created vine as the joint point for the ceiling.

  • Any help on this would be greatly appreciated. Here's a CAPX to see what's going wrong.

    https://dl.dropboxusercontent.com/u/28104568/Vines.capx

  • Bump - anyone?

  • I'm currently using my Global Gravity set to 80 (other wise, the player falling feels too slow). However with the gravity set this high, movable objects become very jittery and don't sit still even when not being touched.

    I finally have the jump parameters set how I want them and would hate to have to change the gravity all over again. Is there a way around this?

  • I seem to have an issue with physics joints. I created a rope using Yann's method from this thread, and the rope works fine, but for some reason it doesn't sit still. It just kind of tweaks out from the start (as if it's trying to connect the bottom of the first "rope" part to the ceiling instead of the top of the first rope part). I have the gravity set to 80 and the density of the rope 0.1.

    Here is the code I'm using:

    <img src="https://dl.dropboxusercontent.com/u/28104568/Rope1.PNG" border="0">

    I'm also having an issue trying to "attach" the player to the rope. As you see, I've created an "attacher" sprite on the final piece of the rope, but everytime I attach the player to the rope part by joints, it tweaks and spas' out even more.

    Any ideas on why this is happening?

    Thanks.

  • 7Soul - Thanks for the help!

  • 7Soul - I think you're right about toying around with the values. Setting Player.Jump to 0 on the Space is Pressed event doesn't seem to fix the issue. I think it's because of the "character overlapping floor > set jump to 10" event.

  • 7Soul - Thanks for doing this. A couple things I noticed in this - if you spam space bar, it will do a double jump BOTH at an impulse of 8. Also, if you just tap it, the jump launches too high instead of something like super meat boy (ie. barely jumping off the ground). I'm wondering if it's impossible to re-create a platform like jumping system using physics?

  • 7Soul - Sorry about that; try this link:

    PhysicsExample