Steven's Forum Posts

  • http://dl.dropbox.com/u/1487524/Scirra/Birds.cap

    here you go. I have added comments as to what was going on.

    I would also recommend you investigate the physics behaviour some more, particularly the gravity and ways to toggle that off and on when the birds get hit.

  • <img src="http://dl.dropbox.com/u/1487524/Scirra/EventSheetExample.jpg">

    I have found that most of my event sheets are only used to include a few other event sheets. Was thinking that if there was a system like the ones for adding behaviours or effects, instead of the default event sheet option there is currently it would cut back on all this.

    Green box is the idea. Cutting the default sheet system out would eliminate the need for so many event sheets(red lines).

  • This sort of thing works.

    Start of layout -create sprite

    -Set PV to random(4)

    PV = 1 Float

    PV = 2 Fall

    PV = 3 Red

    PV = 4 Orange

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  • Post the cap chap and I will take a look.

  • Can you post a cap?

    Perhaps your edit box is on a layout that is not scrolling.

  • There is a tick box two lines below the rotate one that is 'Bounce off solids'.

  • Have a frame on the dummy collision box that is half the height and set both to 'crouch' at the same time.

  • From your description I figured what was going on and checked to make sure. You need to make a dummy object for the platform behaviour to run on, and set the animations to it. When the characters feet were not touching the ground, during walking and when it settled back to idle, it would consider it to be falling, hence the issue. I also pulled the left direction events out from being branched under the right where it would not work.

    http://dl.dropbox.com/u/1487524/Scirra/Fix.cap

  • I had a little play, you sparked an idea. Unfortunately the lights collisions are boundary box or something. But perhaps you could use this, and then line of sight to only the objects within the lights range? That might be less intensive than line of sight to everything.

    <img src="http://dl.dropbox.com/u/1487524/Scirra/LightTest.JPG">

    http://dl.dropbox.com/u/1487524/Scirra/LightTest.cap

  • The complete opposite of what I meant! But perfectly set up to achieve what I wanted. I wanted it so the player had to press the button for each and every wall jump, and your example there, when changed to "key pressed" worked like a charm. I knew it would come down to merging the two directions into on event tree.

    Thank you very much Citnarf, highly appreciated! This has been gumming up the works in my game.

  • I am having trouble with my wall jumping.

    http://dl.dropbox.com/u/1487524/Scirra/WallJump.cap

    This cap shows where the issue is. The problem arises from the event "On player 1 pressed jump". If the player holds down the jump key from the first wall jump, the second wall jump will trigger. It is only when it gets back to the original wall that it stops.

    So, the 'key pressed" event is triggering if it is still held down from the previous "key pressed" event.

    I have made a few attempts at getting around this, using PVs to check the key has been released, this works a bit, but still fails the first time a wall jump is performed on each direction.

    Anyone got any ideas on how I might get around this situation?

  • That is exactly what I did to get it working NugMan, hope it helps.

  • <img src="http://dl.dropbox.com/u/1487524/Scirra/Error.jpg">

    Hey chaps, I just this rather frightening issue occur.

    I have managed to get around it by opening a new construct window, saving in that, and then returning to the one giving the error to save.

    Just in case this happens to anyone else I thought I would mention how I got around it.

  • How many particle emitters do you have at one time? How big are your sprites? How many sprites do you have at any given time?

  • This is something I have wanted for a while actually. Combining all the complete plug-ins into the main build of construct.