rheece's Forum Posts

  • 9 posts
  • Haha, ok no worries Shirokuma. Your help was great thanks for taking the time.

    I was actually just about to reply again mentioning after more playing around with 7Souls example I notice I can indeed jump the player in any desired direction it seems.

    So, now I have enough help from you both to get me to the next stage in my game mechanics. Great stuff!

  • Wow that's awesome guys thanks so much. I've just opened both and am starting to understand and tinker with them.

    Shirokuma you definitely went above and beyond, much appreciated. I've just started tinkering as I said but just one question. I notice with Platform behaviour it seems it is not possible to jump direction down on the Y axis when aiming the direction to the floor for example. Is this actually possible?

    Anyway, was just my first quick observation as I said I'm going to play around with this.

    Thanks again!

  • A little bump.

    For my question above. How would this be best achieved actually? With behaviour Platform or Custom Movement? I've been playing around with the custom movement but not really achieved what I'm looking for. Platform behaviour is easier to work with but again not achieving what I need for my move mechanic.

    Thanks again!

  • Hey thanks for that! Definitely serves it's purpose, and actually I do need it for both touch and mouse so it's good.

    Now I need to play around with this because actually I need the jump to perform in a more specific way. First thing I noticed now is the touch has to be held down for the jump to complete in either direction. Actually, finally my end goal is to have a mechanic whereby when the player touches in the direction they want to jump, it powers the jump depending on how long they press. A little directional arrow appears when in touch before they jump (this I have already setup). And then of course when they release touch the player fires in the direction they had the arrow and at the power they specified when in touch.

    Is this a complicated mechanic to setup? I don't expect anyone to make this for me of course. But again, if you could point me in the right direction of events/actions needed it would be appreciated.

    Thanks!

  • Hey guys, so as the title suggests I hope someone can give me a hint as to the best way to go about this.

    I basically just want the player sprite to jump and move in the direction of position Mouse.X and Mouse.Y (if that is the best way of course?) I am using Platform (preferably would like to keep that behaviour) and currently have it set to when 'left mouse released > simulate platform pressing jump'. Of course the next step is the angle and direction.

    Some help is kindly appreciated.

    Thanks!

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  • Edit...

    Ok so I've edited this reply since so far I have found the solution and got over the whole On Timer stick to the wall hurdle. Ended up using a compare variable in conjunction with Start Timer. So far it works. But now some new challenges of course. Thanks for the help though guys. Timer behaviour definitely solved the biggest headache.

  • Ok so I've given the Timer behavior a go and I see it's not working how I had expected initially. So for example I have it set so when the player is not on the ground and wall is to the right > Start Timer. I thought this would trigger my On Timer event running the next set of actions for disabling the platform, making it appear the player is stuck to the wall before the event time runs it's course or the player decides to jump away (running an action to Stop Timer). I now realise the Start Timer actually begins when the player jumps up to the wall but then falling back to the ground. My plan of course was to get him to stick first.

    I guess I've got this all wrong. Could you please explain a little further?

    Thanks again!

  • That makes sense. Thanks a lot for the tip. Will give that a try tonight when I'm back from work.

  • Hey guys, a little help if you don't mind. Just started getting into Construct 2 so am a little fresh to it all.

    So I'm busy setting up a game mechanic for when the player is against either the left or right wall they stick for x amount of time or until they choose to jump away. I'll be brief, but currently I have it setup for example when the player is not on the floor and has wall the right. Platform is disabled and wait is set to 3 seconds after which they fall to the floor. I then want it to run a left jump action away from the wall cancelling the 3 second wait if the player chooses so.

    As I said I've been very brief. I have tried a few different attempts with variables for an on/off playerStick and playerStickTime. It works apart from I always have to wait for the 'wait' action to finish before it proceeds to either the on/off playerStick.

    I'm probably (I hope) making this more complicated then it needs to be. Any advice on a simple way to go about this would be greatly appreciated.

    Thanks!

  • 9 posts