oraflame's Forum Posts

  • I'll try the first thing out and see if that works, but otherwise I'll try creating my own platform engine with events. Efficiency is needed for something like this as the game is four players and might possibly be up to 8 but if it's an issue that only creating my own player engine would fix then might as well.

  • It works! My only complain is that there seems to be an issue when ever there is a ceiling type of solid next to a wall as for whatever reason when it comes into contact with the edge of the slope it gets pushed down jarringly in a direction that is not the slope? I suppose detection of the angle like I mentioned before would fix this but I messing around with it myself makes me unsure

  • For my Smash Bros. Clone, I'm attempting to get something like this functioning in the game, as in Smash this is obviously as characters attempting to recover will slide against the ceiling of a surface when getting close to ledge, it's just a matter of how. I tried my best to explain it below, but if you guys could help me step in the right direction as to how to get something like this working, please let me know.

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    Hey everyone. Over the last few years I've learned a lot about using C2 and all of it's capabilities. Right now, I've gotten pretty far with a Smash clone. The only issue is I'm not sure how to go about creating an computer player system. The game is made to run with only one Player object, with various variables to determine what player they are, etc. I know line of sight may be something to be used, but with the way the engine works I'm unsure. Any ideas of an approach?

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  • X=100*cos(ang)

    Y=100*sin(ang)

    For any angle.

    Seems like this is what I was looking for, much appreciated.

  • That is useful for hitting a surface and getting the angle for that, but I mean like adjusting vector x and vector y to move in a certain angle.

    For an example, if a player was hit in a certain direction the velocity would be set accordingly. This is fairly straight forward for 8 basic directions, but I was wondering how I could do the angles inbetween.

    Knockback (K) = 100

    Left - Vector X: K*-1, Vector Y: K*0

    Left Up - Vector X: K*-0.5, Vector Y: K*-0.5

    Up - Vector X: K*0, Vector Y: K*-1

    Up Right - Vector X: K*0.5, Vector Y: K*-0.5

    Right - Vector X: K*1, Vector Y: K*0

    Down Right - Vector X: K*0.5, Vector Y: K*0.5

    Down - Vector X: K*0, Vector Y: K*1

    Down Left - Vector X: K*-0.5, Vector Y: K*0.5

  • I'm trying to recreate the knockback system from the Super Smash Bros. series, but I'm a little confused as to how I might be able to input a angle that the character has been hit in and depending on knockback speed get sent in that angle with the necessary vector values. Any suggestions?

  • So I tried it, and it didn't work. Perhaps you could provide an example dop2000? I'm not sure if I know how to execute your ideas.

  • There may be an easier way. You can add a border around the edges of the screen, using invisible sprites for example. Then cast a ray from the center of the screen to the target, using Line Of Sight behavior. Detect where the ray hits the invisible border, and position your magnifying glass in that point.

    I actually did something similar to this, but without the Line of Sight behavior. I actually used the if overlapping condition, but I'll try this out.

  • So I went ahead and messed around with it, and for some reason it didn't seem to work well with a multi-layered scrolling layout with the camera scaling like a Smash Bros. game. I'm not sure what to do...

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  • Yes thank you, I may need to rework it for the platform fighter but this should work

  • The problem being how to detect or determine a position of the magnifying glass. It doesn't stay in a certain spot, it usually is in a corner of the screen depending on where the player is. So if the player is off-screen to the left, the magnifying glass would be on the left side of the screen.

  • So, I'm currently working on a game similar to Super Smash Bros.

    What I'm trying to recreate are the magnifying-glasses that show up when players are off screen. Here's what it looks like in-game.

    I've attempted at making it and I did get it to work, but it was flimsy and unreliable. Displaying the character inside of the magnifying glass with image points is easy, but I have issues otherwise. I'd like to see what people come up with in hopes for a maybe a better way of doing it. :)

    Tagged:

  • The section you're looking for is here at info.sonicretro.org/SPG:Solid_Tiles

    You basically need to keep track of vertical, horizontal, and ground speed and apply modifiers to those depending on the terrain.

    Unfortunately you'll probably need to apply everything above that section too as a prerequisite. Sonic's movement has quite a lot of details involved as you can see, which also results in it being a core part of the series identity. It's a bit too much for me to simply put together a quick example for, sorry.

    Ah, it's alright but I'm guessing that only one sprite is necessary to do the detection while using the platformer behavior. Then from there add the stuff that is used in Sonic's physics. I've looked through it although I'm still not quite sure how I will do it. Thanks in advance though