ryand444's Forum Posts

  • Hey there , i'm making a platform game and i am attempting to create a set of movement rules using the physics behavior that is essentially similar rules to that of a sonic game , i'm trying to create a system where the players movement will follow the geometry of the platforms using collision polygons , however in doing so it means that the speed built up by the player means they usually end up just flying upwards into the sky rather than following the platform. ( an example of what kind of platform i'm talking about will be picture 1).

    i have tried limiting gravity and friction but those only end up destroying the flow of movement , the collision system i have in place ( picture 2) works fine and allows the player to use these platforms without issue but i need a way to keep to them attached to these platforms regardless of speed without taking off and still being allowing the player to jump.

    i apologize if this is confusing and i thank you for your time,Ryan.

  • Thanks for the reply gamecorpstudio , however i did explain that platform behaviour won't work along side my charterer set-up as overlapping it with a physics behaviour will cause the character to glitch out , im really not sure why this is.

    thank you for your response however.

  • Hello there , i have recently had a few issues creating an animation routine for my character in a platform game i'm designing , i can't use the platform behaviour as my game requires the use of physics on the character and the plat-former interrupts this.

    so I've had to code my own animation system ,and its worked up until this point where i'm adding animations for when the player is flipped , I've essentially just made it so that it flips when the player is moving X or -X however the issue is that all the animations that are flipped whilst the player is going along the -X axis freeze with the exception of one , i have tried looking for conflicts in the coding since this happened before and was resolved with a simple change , however their does not seem to be any conflict in the coding at all and this is a bit of a nasty problem.

    any help or suggestions would be greatly appreciated , thanks ran.

  • Thank you very much for your reply , this is a very useful tutorial .

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hey guys im programming a basic back and forth enemy , all it does to "animate" is flip the enemy's sprite every time it hits a boundary point where it tells the enemy to turn around, however it will constantly tell the sprite to do this because their are multiple enemies in the level at the same time so it gets the trigger to flip from then as well , resulting in the sprite constantly flipping. (Coding Attached)

    Any suggestions aside from cloning and copying the Coding-for each one , any feed back will be greatly appreciated Thank you very much .

  • Ok thank you very much ,

  • Hello there i have only recently learned how to use spine and i am wondering how i should go about importing the character i animated into construct , i have imported animations by saving the animations as PNG files but it seems in- efficient as well as creates inconstant sizes for each frame ,ive tried looking around for some help but have found nothing the spine website seems to be broken , if there's any way you can help like tutorials or just advice then please let me know i would be very great full.

  • Hello there, i am working on a plat former project that uses speed and momentum bas plat forming , and i have recently hit a snag where i am using the system recommend to me before to rotate the character to a specific angle that would match the angle that the geometry is at however once it reaches above 100 degrees it ceases to work and won't rotate the player.

    the character framework I'm using is in Screen_03 (I'm sure as of what it is referred too.)

    the coding used for the angles is in screen_02.

    and an example of one of the geometries is in screen_01 with the places where it ceases to function in yellow and the rest are red.

    i have tried alerting the amount it changes the player angles and even tried changing the position of the different player parts including the detector to try and get a result but nothing so far.

    any help you could give me would be appreciated , thank you for your time and i look forward to your responses.

  • OK i missed this XD thanks for your time and sorry for taking it up.

  • i have tried to do that but there do sent seem to be anything that can turn off its collision for the Physics behaviour.

  • I am currently building a game the requires that player to have a physics attachment and has a revolt joint as an extension of the character , which then does not allow me to have a plat-former behavior on the character and also means platforms have this behavior also.

    This makes it impossible to use the Jump thru behavior and i have tried a number of different ways to do this but thus far seems to be impossible , if any one has any ideas or has had the experience before , any advice you can give would be greatly appreciated

  • i did not think of that XD , thank you very much for your support and patience.

  • Thanks this does help , but i have no idea how this would work with the physics conditions , thank you for the reply however.

  • I've tried a few things to make the character rotate as it moves on angled platforms , both the square and the wheel are working with physics and various events attached to that but the small red detector at the bottom doesn't have any properties like that.

    to better describe what im trying to achieve just think of the way a character like sonic interacts with different terrains angling the character with the angle of the platform.

    any help will be appreciated , even just pointing me in the right direction of what to learn , thank you for time.

  • Thanks to both of you it should help , ill reply if i need any further help. Cheers.