perezbalen's Forum Posts

  • So far I tried this:

    (playerBox has both Platform and CustomMovement behavours)

    <img src="http://s11.postimage.org/5usx08sxf/code1.png" border="0" />

    s11.postimage.org/5usx08sxf/code1.png

    But the result is that player always jumps forward. And if it was running before the function is called, it stays moving (and I can't stop it) towards the right.

  • Adagar, thanks for the responses.

    I'm trying to do an action platformer. My player is a ninja, and his attack is a swing of his sword. What I'm trying to do is for him to jump in the direction he's facing/running when the attack button is pressed.

    So when he's running forward, the attack will leap him forward 200 pixels in 0.2 seconds, inflicting damage to everything in his path.

    Later (When I figure how to implement the previous part), when he jumps, and hits the attack button, he will jump 200 pixels in 0.2 seconds in 45 or 90 degrees (inflicting damage to everything in his path).

    And later still, he will be able to do that in mid air (so he can dash in any angle including down; in a double-jump fashion.)

  • Now the problem is that it allways jumps straight to the right, regardless of motion.

    My guess is that using the platform behavior and the customMovement behavior, I need to bridge information from one to the other, right? (or just use one, but that would be to much work).

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  • I wasn't. Thanks for the tip. Will try it out ASAP.

  • Hi

    I'm making a platformer with the character using a sword. i'm trying to make the character leap forward (not jump) when a key is pressed (like him to stab the enemy).

    I want him to move a certain amount of pixels (whether he's running or not), very, very fast.

    So far messing with the max speed and acceleration had yielded no results. Neither have the VectorX. And the "Move" function teleports the player, instead of moving him.

    Thanks for any pointers.

  • Hi

    I've been trying all day to figure out the angle a player is moving when using platform behavior, to no effect.

    postimage/image/vyhu7o5yt

    But this didn't work.

    And I'm guessing there is a simpler method.

    Any ideas?

    Thanks.

  • Hi

    I'm implementing a touch interface to run side by side with a keyboard/gamepad interface (so the same game can work on both tablet and computer).

    The thing is that (because the way I've designed it), when the player jumps using touch, it's jumping straight up, rather than at a 45 degrees when using keyboard.

    So my question is:

    1) is there a way to "mess" with the Platformer behavour? change its code or something?

    2) is there a place where the implementation of the Platformer bejavoir is described in detail so I can replicate it's functionality (and tweak the replication) so that the player controls the same regardless of the input?

    Thanks.

  • Hi

    1) I've noticed that if I drag&drop several pictures, it creates a sprite with those pictures as animations. Yet've been unable to figure out how to import several pictures as frames for a subsequent animation.

    2) One related question is, how could I copy or move an animation from "sprite 1" to "sprite 2"?

    Thanks