StomachBug's Forum Posts

  • Ah.

    Well that makes more sense than what I was doing. Think I was just over complicating it, what you've done is very effective with few events.

    In any case that's done the trick, thanks again

  • dop2000

    Ah I see. I believe I've put it in the wrong place then. Wasn't sure how the Set X works tbh, is that meant to be instead of the events related to the local variable?

    Here's an updated version, thanks for the help

    https://drive.google.com/open?id=1CnpZF ... WZFHffpl3s

  • Ok cool, nice one Just have one more question if you don't mind...

    As the pole tilts, the player slides off it by itself before it hits the ground. Do you know a way to stop this from happening? Essentially so if the pole falls over with the player still on it, the player stays stuck to it? I thought it may be a case of using the lerp in a similar way but with Y values but doesn't seem to work.

    Thanks again!

  • That. Is. Brilliant! It's done the trick thanks dop2000! I used an impulse as well to move the pole which works much better.

    Regarding the ClimbProgress bit, what is it that changes the value from 0 to 1? Is it using the unlerp again to get the value between the top and bottom of the pole?

    Thanks for your help!

  • Hi everybody,

    I'm trying to create a mechanic where the player can climb up and down a pole. The problem is that the pole can tilt left and right and the player needs to stick to it as it tilts.

    While the pole is vertical it's easy enough to say Player.X = Pole.X however once it begins to tilt the player's X value doesn't match that of the pole. In trying to wrap my head around it I'm not entirely sure that the X value of the pole stays the same even though I have set the origin point to the base of the pole.

    Capx - https://drive.google.com/open?id=1_R1tb ... WS5C1NJwcK

    W - moves player up, S move down, Mouse buttons make the pole tilt.

    Would anyone know how to keep the player in line with the pole as it moves?

    Any questions then let me know

    Thanks all

  • Might be the ads interfering with it.

    Is that a common thing? Like I said I haven't encountered this kind of thing before. Would you know if there is a way around it?

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  • Hi everyone,

    I'm hoping someone can help. I've been uploading builds of my game to Gamejolt for people to play in their browser however I can't seem to get the music to start playing.

    It works fine in preview mode from the editor so I imagine it is something to do with it not playing from the server correctly but I can't wrap my head around it. I understand that MIME types might have something to do with it but I've never had to consider them before when uploading to Gamejolt.

    Can anyone help? Am I missing something here?

    Many Thanks

  • +1! Construct desperately needs a good camera tool!

  • Thanks for the links!

    That MiniDayZ one is impressive. Easy to set up and manage a server. Proxy Tanks is a nice and simple RTS, I enjoyed it.

  • Hey guys, have been looking into the idea of making an online capable game in C2 and wondered if anybody knew of any C2 games that have online functionality? Have had a brief look but couldn't find much.

    Thanks

  • Thanks guys, appreciate the help.

    I've managed to do it using the first thing Gearworkdragon said about collision masks and reduced each side of the object's collision by 2 pixels. This has stopped solids displacing each other when touching the side of another one. Works pretty friggin' well I must say.

    Thanks again for the help!

    • StomachBug
  • So I have a group of solids that I would like to be able to sit next to one another, flush if you will, at any point during gameplay.

    There will be a switch to toggle when the objects are able to be moved using the 8 direction, however when this toggle is activated the objects move ever slightly by literally a pixel or two, almost as if they are repelling one another.

    Ultimately this is a problem because my main game works on a grid basis which falls apart if the objects are forced off the grid, even slightly.

    Here is an example capx of what is happening:

    https://drive.google.com/open?id=0B3txc ... XZPektSVFU

    Is there a way to activate movement or control of the objects without them shifting one another off their original positions?

    Thanks in advance beautiful people

  • StomachBug

    Setting the "MoveTo" to "No" only skips the physical moving, the logical moving still works.

    After calling Action:Move to neighbor/Action:Move to chess/Action:Move to LXY, the logical position will move to target logical position, then designer can get the responded physical position by ( Board.UID2PX(sprite.uid) , Board.UID2PY(sprite.uid) ). i.e. the chess moves

    from ( sprite.X, sprite.Y ) to ( Board.UID2PX(sprite.uid) , Board.UID2PY(sprite.uid) )

    Thanks rexrainbow, I'll give it a try.

    Also should different sizes of objects on the board matter? I find that they continue to overlap when moving into one another instead of stopping movement. Is this right as when they are a uniform size they will stop moving.

    Thanks

  • StomachBug

    Set the "MoveTo" to "No" in property table to disable the built-in moving in rex_grid_move behavior. Designer could maintain physical moving manually, like adding tween moving.

    rexrainbow

    Ok, so I have set "MoveTo" to "No" and am moving the object by (example) "Self.X - 32" much like what the chess piece does in your first Board tutorial but I may actually need to go back to using the MoveTo function for the physical object as well due to overlapping issues. I have a couple of questions based on the game I'm working on:

    Using GridMove, this can help prevent objects overlapping one another in the same space. A problem I have found is that if I make the size of an object different to what the Board tile size is then objects tend not to collide and easily move across one another. Is there a fix for this or am I using the behaviour wrong?

    Also do you know of a way by using the thumbstick on a gamepad to have an object move step by step instead of smoothly? Basically having the object move to the desired position, waiting a moment and then moving once more even while the thumbstick is towards any given position at any time?

    If you have the time to take a look at my capx it would be greatly appreciated.

    https://drive.google.com/open?id=0B3txcMQrB2eWWDY1dl9ScTNpcTg

    Thank for all your help!

  • StomachBug

    Uses "Action:Add chess" (rex_board plugin) to add chess into a board, it only set the logical position without changing the physical position.

    If you want to put a set of chess, you might see rex_layout2board plugin.

    Hi rexrainbow ,

    Thanks that worked a treat! Another thing I wondered is if it is possible to make the GridMove behaviour have a more 'snapping' like action?

    At the moment I am using a gamepad to control movement of an object but what is happening is too smooth a movement. Is there a way to have the motion behave so that even if the thumbstick is pressed in any given direction, the object will movement step by step instead of smoothly? For example like how objects move if you drag them around in the layout editor with the snap to grid active?

    Many Thanks