SpyDaniel's Forum Posts

  • ThePhotons

    I'm wondering if you can help with an issue.

    When a player triggers an event to go to another layout and then returns to the previous, they can not see any of the actors, but the actors that are still in the first can see the returning actor. Though if all go to another layout and then back, no one can see each other.

    How can I get it so when a player joins another layout, they can see others and vice visa?

    The layouts use the same event sheet which makes the player and sets the actor number to them on joining a room or on start of layout.

  • I've sorted the problem I had, by creating a trigger zone that I had already setup, for hitting walls and falling down, so used that on the ramp it it stops the player getting stuck.

    I think it might have been my custom jump system, as you can power up a jump and it might have been going too fast, or it was being forced ito the ramp.

  • jatin1726 The collision for the player icon, is already square. I use a basic square entity to attach my sprites to, so I'm still at a loss as to why this is even happening :\

  • I have an issue when I jump and land inside ramps in my game, the player gets stuck and either can not move without jumping again, or the player zooms up the ramp when they get stuck.

    Just wondering if anyone has any insight into this, how I can fix the issue?

  • Are the cars a sprite with 100's of frames that create the 360 look and then do you speed up the animation for when it gathers speed to create the look of the car moving faster? I was trying to think how many frames you have for each car, is it somewhere in the 180 mark? Anyhow, thats a lot of work, congrats on making it look so smooth and it reminds of me the table top racing game for the SNES. Will your game have jumps etc?

  • Sort of montarge video showing a test level for my game, Bloo Oktober:

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  • Shots from my current game, Bloo Oktober. Demo in my arcade also.

  • No collision events that would cause this, just checked for any. Seems like the first 200 units of the level are fine, but past that it seems to take collision from 500 units infront of the player. I have no idea what is going on.

    EDIT:

    Found the issue, the player base was set to the moving background, can't believe I didn't catch that.

  • I'm not sure if I have pressed a key, a bad event or a bug, but one of my levels has a weird collision issue, whereas the collision has moved quite a distance in the +X direction. I loaded up an old save and it was fine and also tested a level in the problem save and that level was fine too.

    As you can see the collision in the level is how it should be, but picture the collision moved about 500+X.

    Anyone know of this happening before and is there a way to fix it, other than go back to a recent working save?

  • I was using the Toon effect to add the outline, but when I scaled the sprite, the outline also scaled and looked weird as parts would be thicker than the 1px I wanted.

    I then tried this plugin, but it basically does the exact same thing.

    R0J0hound, do you think you could get your plugin to work with scaled sprites, so that the outline width is consistent, no matter what scale the sprite has been resized to?

  • Hey, so I compiled my game and gave it to a friend to try, but he told me it was asking for internet access. Why would it be asking for this when I have nothing that I know of in the game that would request access?

  • I tried what you said SoldjahBoy, but it still either made the sprite jump continuously or not at all.

    From what I found, when the sprite gets stuck, its x does not change, so both old and new match, so nothing gets triggered. I did however add a small delay for the oldx so it was out of sync with the current x, which worked.

    However you can notice when they get stuck.

    I did a little work around which now basically make the sprites float above the platform by 0.9 pixels, now they never get stuck (I shifted the origin down 1 pixel so it does not look like it is floating). If I go above 0.9 then it starts to hop continuously.

    So I think what I have will work.

  • SoldjahBoy I've done more tests since I thought it had fixed the issue. I had set up a text event to check the current and old x coords. Only the old coords would show, when I tried showing self.x, nothing would show.

    I'm thinking it is not able to find the x of the sprite, being there are more than one and can not choose which one. Then I deleted all but one and tried again, but it would still not show the x coord in the text object I had set up with an every tick.

    I also tried = and "does not =", I had some results, does not = caused nothing, does = caused all the sprites to jump continuously.

    Though, when the sprite got stuck moving on a platform that had a slope, multiple points, it would stop and not get forced to jump.

  • That seems to have sorted it, thanks SoldjahBoy

  • I have an issue with my AI. I am using the platform behavouir and simulating the left/right with events. They do not like the collision of some of the objects they move on, whom have angled collision boxes.

    I have been making them jump to avoid them getting stuck, but I can not figure out how to find if self.x has changed to be able to make them jump to get unstuck.

    I know my system is bodged, but how can I check if the x of the AI has changed and if it has stayed the same for more than say 0.1 seconds, then I need it to jump so it becomes unstuck on the solid collision box. Unless there is a better way to stop my AI from getting stuck and staying in place.

    I can't check for stopped or is moving(inverted) because they are moving in the sense as the event is still moving them, but from my perspective they are static.