Pitagoric's Forum Posts

  • 12 posts
  • yep that's exactly what I will be using!

  • Ok great, for the "smart" camera I think I can work my way through, there's an example that does use a 9-patch object to impose the camera limits, maybe that will help.

    But thanks a lot again!

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  • Much appreciated! Thanks ^^

  • uhm not sure I understood you question, but basically if I don't rotate the player I will not have the desired affect to also rotate the gravity along the layer rotation and this will happen

  • I'm trying to make a platformer with a gimmick where on a button press the entire layout (level) is rotate by 90 degrees.

    I achieved the rotation, but for some reason after the rotation the scroll to the player is not working correctly on newly rotate X axis, which is now replacing the old Y axis.

    So basically there's not vertical scrolling and I can't track the player on the screen anymore.

    Before rotation:

    After rotation:

    To rotate the level I'm doing this:

    also if you want to to have a look at the project itself here's the C3P file:

    https://drive.google.com/file/d/1KHpmhD_d-AUW5xzBMhEAgNf8Cv8kK7y-/view?usp=sharing

    PS: I started the project from an already existing example

    Any help will be highly appreciated and you will get lots of karma points for you life ^^

    Thank you!

    Tagged:

  • If I leave the function without OR the Game freezes!

    Great, time to look around for something more reliable

  • Conditions works in a very strange way in construct: they are basically filters for your instances, if you're using an OR what can happen is that certain condition might be try and you expect you action to work normally but that instance might not have been picked because the related condition in the OR (involving that particular object) are not TRUE.

    Had the same issues a couple of days ago

  • This is also happening in some of the most recent example projects for example Orbiting platforms...

    Also I can notice this is much more frequent when previewing the game in debug mode

  • Hi everybody,

    for some strange reason my gamepad button inputs are "sometimes" not being triggered, like the jump button button and the player is not jumping.

    On the contrary I'm using the left analog for movements and that's working fine.

    Any ideas why?

    Thanks

    Tagged:

  • Ok I managed to solve the issue, sometimes reading the docs carefully helps

    In events, conditions filter instances that meet some criteria. They appear to the left of the event. All conditions in an event must be met by at least one instance for the actions to run. The actions then only apply to the instances that met the conditions.

    In my case the instance that I wanted was not picked as the "Player", is yes floored, but not wall sliding.

    Long story short I decided to move all instance variables to my mask object, so that I don't have to deal with something like this later on in the future.

  • Thing gets even more interesting this logging that I just did

    while I'm on the floor I can correctly see the logging, but the boolean stays false unless I start to wall slide

    (could it be that I found a bug?)

  • This condition here it NOT working (the boolean is not set to true):

    But this one (which is logically the same) works fine:

    What am I missing here?

    Tagged:

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  • 12 posts