SebaGenetic's Forum Posts

  • 11 posts
  • Hey! Sorry I forgot to say thanks.

    I tried a bit with your ideas which make sense to me but I didn't look how the collision worked when changing between different colliders. It looks like it 'jumps' from one collider to the other.

    So I ended up using particles and it looks good.

    Thank you again!

  • Hey! Me again looking for some help.

    I have a rotating flame, it works like a 'laser' that changes in width with collision, however unless my fire is plain in color, it looks awful because it gets stretched out. Of course, it's a sprite and that's how it works.

    I thought about using a tiled background and putting it on top but those can't be animated so now I can tile but is static.

    Any help, ideas or videos on how to do it? It's hard to search cause I keep getting tiled background stuff when I use the word 'tile'

    If there's a whole different way of doing what I intend it would also be useful, this is what I could come up with but I'm open to starting over with this object.

    I leave 2 gifs, one plain and one with just random lines, which I would like to be tiled instead of stretched, this way I could give it a fire effect

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  • wow! Thank you so much.

    I'll try to wrap my head around and understand what's going on and not just copy and paste!

    Thanks again!

  • Hi again dude, thanks for your advices!

    I saw that after creating my method and they are similar in logic. I havent been able to modify it to work for 2 :(

  • Just to clarify, I understand that what I have done will only work for one because it requires the player to be next to the rock so the second rock will never meet this condition.

    I'm trying to figure out how to achieve moving several rocks!

  • It has a bit more conditions than mentioned above, and I did this for each direction.

    I'm disabling Solid so the player also moves otherwise it won't pass the 'can move?' check from tilemovement

  • Hi again!

    I'm basically trying to 'push' rocks with my player. I can move 1.

    But I want to be able to move more rocks, not only one

    Now my current logic for moving one rock is simple:

    • Player next to Rock? Press Right? Rock isn't Moving?
    • ---TileMovement Right

    Of course this will only try to move the Rock directly next to the player, but I want my rocks to push each other.

    Can I get some logic ideas? I'm not sure how to think about it

  • Thank you for your answer dop2000!

    I didn't do exactly that but it gave me the idea I used!

    I just get the current player coordinates and divided by 32 (because my grid is 32x32) and then substract 1 because grid actually starts at 0. I also use int() so the number is rounded cause I don't want to be offset of the grid.

    Thank you for your help, it inspired the solution

  • Hi :)

    I'm trying to alternate between these 2 movement behaviors.

    Briefly, my character uses tile movement while underground and platform while above ground.

    My idea is to enable/disable accordingly.

    The problem? When I enable Tile Movement my character goes back to the last position where tile movement was enabled.

    I'm thiking it keeps track of the X and Y coordinates it is in and when I enable the behavior it sents me back to that place. I want to avoid this.

    Is there any way? I'm trying to think of something like checking which are the grid coordinates of my current location and then use set them when I enable the tile movement but I can't find such a thing

    Thanks in advance!

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  • Thank you very much guys, those 2 links were exactly what I needed.

    Sorry for the trouble and not finding them myself!

  • Hi, I'm trying to use an enemy and of course I want several enemies in the screen.

    I could create several objects but that wouldn't work in the long run.

    The problem I'm having is every instance is responding to the same event, e.g. I kill one and they all die.

    I tried using family and the same happens. I think families are the solution and I'm doing it wrong tho.

    Any useful link?

  • 11 posts