Snalec's Forum Posts

  • I ended up figuring out something that worked. Thanks so much though for the reply.

  • Hello,

    I'm wanting to check if my player is 100% overlapping an object type instead of just overlapping slightly. There's a really old thread on this, but all the solutions were in attachments or images that aren't there anymore. I've tried a few different things but haven't gotten anything to work.

  • That worked! Thanks. I tried doing a for each of the shadows but hadn't thought to try it for the switch bricks.

  • That's kind of a paired down file from the actual one I'm using. I just took out everything that didn't relate to this problem.

    I'm using the color change as a test. Basically, those switch bricks will turn into real bricks and back. When they're turned off, the shadows will turn invisible and lose their collision, but when they are turned on they'll turn visible and get their collision back.

    I'm just trying to figure out how I'll do that. It seems like from everything I've read that what I have there should be working. I'm guessing I have something in there wrong though.

    Maybe there's a better way of identifying the shadows as being pinned to the switch bricks? All I've really been able to find is the UID thing.

  • Hello!

    I'm trying to pick objects based on whether they are pinned to a certain object type. In my case, I want to pick all shadows that are pinned to switch blocks. I read a forum post that mentioned using the pinned UID. I have the event I created and the results in the pictures below. For some reason it's only picking some instances. I double checked in debug mode, and all of the shadows are pinned and have a pinned UID that matches the switch block they are pinned to. I'm guessing I messed up something somewhere, but I've tried a bunch of different things and haven't gotten it to work.

  • Hello! I'm working on a game where players use a dash attack to knock each other out of an arena. The attacking is based on street smash, which was a small side mode in smash bros for 3DS. Here's a link to some gameplay: https://www.youtube.com/watch?v=aT25MA860Ak

    I got something similar working (where the player dashes into an opponent and knocks them back) but it only works when the opponent isn't moving or charging. The movement in the game used the 8 direction behavior, the dashing uses move to, and the recoil uses physics, so I'm guessing it isn't working because all those behaviors are interfering with each other?

    Here's a link to my project so far (https://drive.google.com/file/d/1nbERrpwtwhhcQB5yJGHi5c-6zjKYy8Vk/view?usp=sharing) but I'm guessing that the way I'm trying to replicate street smash's movement is way too convoluded. How would you guys go about doing it?

    Thanks

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  • Thanks. I gave that a shot and for some reason now I can only aim left and right like in Construct's example. The 3 axes only reads out at 0. I guess maybe it's just my controller.

  • Sorry about that, here's the link: https://drive.google.com/file/d/1iktm9atfwHJzVwJEgyqBs2rrqiVLlGxq/view?usp=sharing

    I have the deadzone at 0 and am kind of just doing the deadzone with events. I think I saw a thread where people were doing that.

    If I disable the events that turn the aim's width to zero, it all works as intended, but just doesn't go back to zero when the thumbstick is released. I guess the main thing I need to figure out is a way for it to know that there is no input on the the thumb stick, but in a way that doesn't interfere with the aiming event. If that makes sense.

    I've tried out the twin stick example and the one that dop2000 made here (https://www.construct.net/en/forum/construct-3/how-do-i-8/top-down-twin-stick-shooter-131848). I'm sure they both work, but for some reason they haven't on my computer. In the Construct one I can only shoot left and right and in dop's I can only aim downward. I saw someone in the thread saying that it worked for them on firefox but it still didn't work on my computer. I've unplugged my controller and tried a different one, but for some reason they aren't recognizing the input from those even though my computer is in properties.

    Sorry that was kind of a lot. I haven't worked with the gamepad before. There's probably some trick to getting them to work consistently.

  • Hello,

    I'm working on a game that needs two stick control. I've looked at videos and other forum topics but haven't been able to figure it out. Here's a link to my c3p file:

    I'm trying to make it so that the aim bar extends when the right thumbstick is moved and retract when it isn't being moved. Right now, it works pretty close to how I want it, but the aim bar retracts between X -25 and 25 when the stick is positioned to the top or bottom. I'm guessing it has something to do with the deadzone but I can't figure it out.

    Thanks,

    Alec

  • I've gotten some feedback that the game is a bit too hard. I just released an update with difficulty tweaks, so if anyone had trouble with the game, it might help! Thanks again!

  • Thanks for playing! If I did it all over again, I'd probably make Winston's movement more complex, but it's my first project. I've learned a lot from it that I'll take into future projects.

  • Thanks for playing! I'll keep that in mind for future projects.

  • Hello!

    I just posted my platformer that I've been working on for about a year and a half now. It's my first game dev project (I started it before my other game Thumb Defense), so it's a bit rough in places and there's a lot I'd do differently now, but two years ago, I never imagined I'd be able to create something like this. I wouldn't have been able to do it though without the help of the forums. I really appreciate everyone that helped me out, and that was patient with my silly and probably really obvious questions. This community is just so kind and welcoming to newcomers. Thank you so much!

    https://al-games.itch.io/operation-winston

    Tagged:

  • Okay. Thanks!