thestickman1's Forum Posts

  • Ah, okay. I noticed in debug the speed isn't decreasing either. I think it has to do with my instance variables maybe. Because my setup isn't exactly the same, but I'll check that out.

  • The video mostly worked! The only issue on the throwing with the set bullet angle of motion seems to undo the gravity completely and just sends it in the directed angle. If I don't do that it works, but only to the left it seems. If I use negative bullet speed to invert it, it just bugs out completely. I think because of how it divides speed maybe.

  • Cool, I'll check it out. Thanks!

  • I have a couple different floor sprites, but just making a family would work, I think.

  • Ah, okay. Is there a way to check if the bullet is on a floor to stop? Just so It doesn't stick to walls or ceilings? Or should I just pin a sprite underneath as a trigger to stop?

  • I have a character that picks up and throws objects left and right in an arc or straight up. Right now the throwing is a little wonky. I'm using a platform behavior that toggles on and off with instance variables, but it doesn't work the best. Is sine behavior better, and if so how? Or is there a really simple solution that I'm missing.

  • I'll watch it. Thank you so much!

  • So I have a platformer that I need a character to be able to pick up and throw objects. Exactly Like Mario 2. Where they stand on top of the object and then left it over their head.

    For reference, my setup for my platformer is using the box method. With a invisible box that has a platform behavior and the sprite is displayed on top of it.

    Also how would I set it up just in case I wanted to add picking up the object from either side as well?

  • Okay so I make two variables, Distance_Traveled and oldx

    Then every tick set oldx to player.x? Cause player.oldx gives me a syntax error.

  • Okay so I have the variable recorded like this

    CurPosition - Every tick: Set Value player.X

    Then how do I record it's last X position so I can match your post?

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  • Okay I understand in concept, but how would I construct that syntax wise. Snice it's a physics object, I'm not sure if the variable for current speed would have to be tried to the object physics velocity.

  • So I have an infinite runner where the player moves along to right. The Player is a Physics based object. So it is possible for the player to move backwards. I need a way to keep track of how far the player has moved along the X axis. How would I track that?

  • Okay, I tried a test using booleans, but I think I did it wrong. I was just trying to trigger it when it's on the ground this time. Before I was using global variables. Still not sure about the torque, as compare torque is not an option.

  • So say I have a car built from physic objects, I want a smoke particle to trigger when the tire is rotating at a certain speed AND is touching the ground. I tried compare angular velocity and is overlapping ground, but it was inconsistent, and sometimes the particle would continue after leaving the ground.

    Is it possible to trigger an event based on the amount of torque applied to the object?

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  • This looks like exactly what I was looking for. Thank you!