Tomycase's Forum Posts

  • Thanks ~ I'll take a look as soon as I'm home

  • Hey there, for a layer to stay in place, you need to set its parallax to 0 in its parameters ~

  • Collision mask and collision polygon is the same thing, can you just share your project, I think that will be easier to help at that point

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  • Again, have you checked your wall sprite collision mask in the editor?

  • Have you checked your wall object collision mask in the sprite editor?

  • Set Vector Y with a negative value, to ensure that the object will go up

  • Hello, without knowing your method of programming/taking a look at your code/game, it will be hard to help you solve this

  • The same way you set parallax to 0 in the layer properties, there is a scaling parameter, set it to 0

  • Hey there, you need to set the layer scaling at 0 as well

  • No problem ~ For the grid movement just follow my example for how I setup the rings with Sine behavior, since it uses a global variable as a grid size reference, just adjust it to your desired grid size;

    For the player, I used a On Object Clicked, in your project this must be triggered by Player On Collision with Ring, then refer to the events in the example

  • I prefer to not mess with your code as it looks already very detailed, instead I made an example file with the lerp method, and sine behavior for the rings with grid accurate movement :

    drive.google.com/file/d/1rPMGTzKkj-CLR1s7wsYTbTqDoTtI8v_u/view

    I didn't implement plateforming in this example, free to you to adapt this to your project, but it works the way you're looking for ~

  • That's another problem tho, have you tried the sine behavior with vertical movement instead?

    (Btw you don't need For Each with a collision event, it will automatically pick the ring the player collided with)

  • I can explain it to you, it's not hard to use once you get the logic of it;

    It means Linear Interpolation, basically moving a object from A to B in set time, in application it looks like this : lerp(A, B, x), x being the progress of the movement, it goes from 0 to 1, 0 means it didn't start, 1 means it's complete, 0.5 being the middle;

    I believe that can solve your lag problem, because once the destination is reached, it wont need to update the movement every tick;

    I'll take some time to craft a template once I'm home

  • The problem is that it will constantly updating the position, hence the lag effect;

    Are you familiar with lerp()?

  • Hello there, it depends of what kind of splash visual you want, is it sprite based? Particles?