Smileh's Forum Posts

  • So I want to have kinda like a summoned weapon and you can only have once at a time. How can I force C2 to just spawn another object if it currently doesnt exist, on in an extreme case, delete the old one in order to summon a new one.

    Thank you

  • Do the enemies have to be solid?

    Yes they do, because I use the solid behaviour to make the triggers, the mechanics and the "feeling". I tried without solids and I can't achieve the same effect.

  • Hi. I've been trying to fix an issue with two enemies for a while and I couldn't came up with a decent solution.

    I have two solid brick enemies, one with goes up and falls down to the floor with platform behaviour gravity. I use move to to get it up again. On collision with solid stop move to and activate platform for the falling. On land activate move to.

    The one one uses ZigZag behaviour and it goes left to right (or right to left). On collision with the tilemap turns direction.

    I need to use solid on both enemies in order for these AI events to work. Now when both collide eachther they start draggin eachother around the layout. I tried stuff like on collision with eachother, overlapping eachother, etc disable collisions, but there's always a tiny dragging.

    How would you fix this ?

  • What doesn't suit you in my example?

    I can't trigger those events. My "ground" is a whole level tilemap that includes also walls.

  • Can always use good old friend Physics.

    https://www.dropbox.com/s/ly193gzq64jyr ... .capx?dl=0

    Tried that and looks ok for my project but since I have a Sine behaviour whenver I hit the box, they start moving around :p

  • Tried to keep that 'falling feeling'.

    https://www.dropbox.com/s/nangbmrm9inii ... .capx?dl=0

    That works perfect for some other stuff, I feel like I can't really apply it to my project. Maybe what I need can't be done in an easy way.

    Thanks for the kind help tho!

  • So I'm making a box system on my platform game. I want to stack ones on top of eachother and whenever you destroy the ones at the bottom the ones sittin on top fall.

    If I use a solid behaviour that doesn't work for my game, because I want to be able to pass through them. If I set platform they just fall regardless if they're sitting on top of other box.

    Is there a proper way to do this? Thank you

  • Place helper objects on the corners ? On overlap .. play ..

    In this post the placing of those helpers is automated.

    That would be a great idea if it wasn't such a pain to place it all over a level, for each level, for each solid.

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  • So I want to make an animation to use whenever you're near the edge of a platform, floor, or whatever solid you're sitting on top, kinda like you're lossing your stability. We're talking about a 2D simple platformer.

    The problem is not creating the animation, is the triggers.

    How do I set the triggers for this? Can't come up with proper events to make it happen.

    Thank you!!

  • So I want to make an animation to use whenever you're near the edge of a platform, floor, or whatever solid you're sitting on top, kinda like you're lossing your stability.

    The problem is not creating the animation, is the triggers.

    Do I have to set the player animation to every posible object the player could be on top or is there an easiest way?

    Thank you

  • So I want to make an animation to use whenever you're near the edge of a platform, floor, or whatever solid you're sitting on top, kinda like you're lossing your stability.

    The problem is not creating the animation, is the triggers.

    Do I have to set the player animation to every posible object the player could be on top or is there an easiest way?

    Thank you

  • Make on collision and within an if comparing the Y axis of the block with the Y axis of the character. If the block Y axis is smaller than the character block is then over.

    It can be improved. But this is the basis.

    Thanks. I ended up taking a different approach yesterday. Works so I'm cool with it. Thanks for your help tho, appreciated!

  • Smileh

    Ah, you are right. Please update rex_moveTo behavior again, now it works fine in your test capx.

    Works perfect now. Great work as usual! Thank you so much

  • Update

    rex_moveTo behavior: fix the behavior of "push out solid".

    Smileh

    99Instances2Go

    Please updates that new version of rex_moveTo behavior. Now the sprite will not have x shift when stop by solid. Tested by 99Instances2Go 's sample capx.

    Now it's moving it's X when it gets to the bottom instead of when it gets to the top.

  • rexrainbow 99Instances2Go So what's the approach?