Smileh's Forum Posts

  • Bump

  • Still need some help

  • The unbound doesnt work for the kind of platformer Im making I think

  • Anyone? Would appreciate some help.

  • Edited the title for my new question. How can I make the player jump on the ladder? Let's say I want to jump from one ladder to another ladder?

    Right now only way to get off the ladder is by the conditions off the ladder on pressing one key but I want to be able to jump off the ladder into another ladder.

    Any ideas? Thanks

  • Hi. So I am making a map kinda like super mario aka very long layout like this:

    The background is temporary until I make my own and I haven't decide yet the way is going to be. Not sure if I should go tiled background or just a sprite.

    Right now is just a sprite that I resize to cover the whole layout while I was starting to get the basics of my game. Now I want to advance further and I need to take care of the background mechanics.

    I also want to make the game going upwards, like in Super Mario you would go higher up in the clouds. Do I need to resize the layout to have a higher height or is there any trick to it? Any tips would be helpful.

    I was thinking that I should just make the layout as big as I want both width and height and just make the background fit the resolution size with parallax 0,0 but not sure if that's a good way to go and also I'm afraid it might look a bit stiff.

    Thanks

  • I found the problem. Had to give a higher value to set y to player.y +16 on the get on the ladder when above it.

  • Quick update. Didn't notice the original capx has just the ladder just on top of the layer for a second I thought it was an empty solid. Anyways tried that as well and is not working for me. My player box is also 32x32 and the conditions and actions are the same. Basically I have all set up just as the example and won't go down the ladder from the top of a higher level.

  • So I've been reading all platform climb tutorials and this is the mechanic /feeling I liked the most:

    /tutorials/548/simple-ladder-for-platformer-game

    I applied it to my current proyect but there's one problem. If you climb into a platform through a ladder you can't go down because the floor becomes solid again. The way it works is while you're on the ladder the solid becomes unsolid so you can pass through kinda like a jumpthrough behaviour but once you're on the top of the platform you can't go down.

    In the capx you can actually do it because there's no platform on the top of the ladder, but in my case I can't do that because tilemaps and the skeleton of the map. My ladder goes through the platform kinda like forming a cross

  • That was it, thanks dude. I didn't think that would mess it up. Still not sure when to use families. I did that so I could use it for future enemies but didnt think it will bug it out.

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  • Ok so here's the capx. Hopefully you can help me.

    drive.google.com/file/d/0B69SFeoPTx8kRjhTazBPaGFTamM/view?usp=sharing

  • Gotta go to work right now. I will try to do when I come home. You can check the platform AI on the store, is the one I have as example to learn.

  • I already had something like that set up if true stop walking and start shooting and if false keep the patrol.

    My problem is like I said, if I have both casters one of each side, if one spots me, the other one shoots. I kinda need to make them unique or something like that to the sight.

  • You should add instance variable (boolean) to Caster in order to prenvets your problem

    Could you elaborate a bit more? I am kind of a begginer.

  • Hello.

    So I am setting the AI for my platformer enemies. My first type is working just fine (is a pretty simple patrol) but the new type I am working on is causing me some trouble.

    So whenever the enemy has on sight the player I have set the range and the cone of view to 90, so is just sees forward. Then I have set some instance variables whenever if he has you on sight, he will shoot you.

    Everything works fine expect one thing:

    Lets call the enemy: Caster. So if Caster#1 has you on sight, doesn't matter if Caster#2 doesn't have you on sight because you ll see his proyectiles coming at you from somewhere outside the screen because the sight applies to the sprite. How can I overcome this?

    Thanks