sorbias's Forum Posts

  • Would it be good way to fix this by doing some invisible "overlapping object" next the walls? Because overlapping is one that can be inverted?

  • Okay, ill try:

    I have player that walks with physics forces. If you press left, player has physics force to left. And if you press up, you get physics force to up etc. Now i have some immovable walls. If player jumps against the wall, he could "fly" by pushing himself against to that wall. And if he fast press up key, he actually could climb the wall that should not be climbed.

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  • Thank you for letting me to know about that, but in my case it seems that it won't work, because it must disable the physics force to keep the player pushed against wall (this bug allows player to "fly" if he jumps and runs to wall, and its not what i want).

    When i tried this method, sometimes it would somehow bounce from the wall and disable that arrow key so player is not able to walk anymore at all to that direction. So i think i need to figure out some other method.

    I wonder if there is some technical reason why i cannot invert that specific event?

  • https://www.dropbox.com/s/6t04ei6ng6c6y ... t.jpg?dl=0

    I need to have an action that works only if my character is NOT colliding with specific object, but it seems that it cannot be done, because "invert" is grayed out in that event.

  • I do my stuff with Photoshop, because it's better if you are trying to do some semi realistic, or realistic stuff. I use .PNG pictures. But if you need vectors, then you have to use illustrator. Try not to do too symmetrical stuff, break the shapes and learn using little perspective. (2D assets can be drawn in orthographic perspective.)

    Also little tricks for depth is: When things are far away from camera, use cold colors. When they are really close, use warm colors. You can also fake depth of field with blurring background stuff little and stuff that is really close of camera can also be blurred. As an example of use of blur, see game Limbo:

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    For UI: Make it clean. Use margins and keep lines straight. When you have basic knowledge of those rules, you can start breaking them. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Thank you again LittleStain.

  • I was thinking about this issue and i got an idea, (that could be wrong). But can it be possible, that the game cannot know the exact position of the spawner object related to the layer where it is spawning, because the spawner layer is parallax layer and the layer where it is spawning, is not parallax?

    picture of the event:

    https://www.dropbox.com/s/kvvr08xw1v19s ... r.jpg?dl=0

  • image link:

    https://www.dropbox.com/s/kvvr08xw1v19s ... r.jpg?dl=0

    Okay, it spawns the objects as it should spawn, but the location where they are spawned is very wrong. Now they are spawned to the top of layout and tried to do them to spawn from the spawner object.

  • That worked very well and was an easy solution.

    I did not know how to check if the variable is false, so i needed to check if its true and then change it to false, but that's not a big deal.

    So my solution was like that:

    on collision

    box has boolean variable set true ->

    Create particles

    set boolean to false

  • Huh, that's first time i ever hear about boolean variables. I need to do some research.

  • The problem is here:

    I have boxes that are dropping down on any object that is in family. When box is colliding with any of the family items, it will create dust particle cloud. But because of physics, sometimes the box is bouncing and creating actually multiple particle clouds which is not what i want. So how do i prevent the particle cloud appearing ever again except at the first time when box is colliding with something?

  • That works very well. Thank you. I am still noob, but i am learning.

    Thanks for guys like you.

  • Hi i am creating game where is a water rising from the bottom. And that's why i need some way to make it rise all the time from the beginning of the layout until player is died. But i have a problem.

    I created a rule: "on start of a layout -> water -> accelerate -> custom movement vertically -200."

    When i press play button in construct 2, the water does not move until i die once and at the second time when the layout is started it starts the movement. I think that's really weird, because there is nothing that can cause that. Is there some better way to achieve this water rising movement?

    Here is a picture of the project

    https://www.dropbox.com/s/hgyck99vvhvby ... 3.png?dl=0

  • Ok, i need to buy the full version, because this free one does not support families. But thanks again for help.

    I also discovered health bar and i think developing games with construct is actually very funny ! (y)

  • I wish answer to this too.