VertexZero's Forum Posts

  • Don't abandon, project looks awesome!

  • 99Instances2Go Hahaha yeah I've been fighting with it for days. Then I re-open your capx file and I realized that building step by step what I added I was actually doing one step wrong.

    I was using set to position instead of just setting to x to position the Player sprite before dropping so the animation could follow perfectly. result: I was having mis-calculations.

    The fix was really simple and I got 10 years older just by coming to that realization lol.

    Thanks for your help though, I learned a lot.

  • Found the solution. It was right in front of my eyes. All I had to do was replace a simple little line, and add a wait action for it to work. Now its all good and I can finally die in peace. Hahaha

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  • Last time I bump I promise!

    Still having same issue which is weird, it happens only with two sprites. I realized that it happens in two sprites that follow the same condition, which is not having another solid below them ( a wall)

  • Shameless bump. Anyone with similar problem?

  • This is driving me nuts lol I thought it would be as simple as climbing up.

    Soooo, everything works almost perfect, except in only two positions in which I use a ledge sprite, Player Controller is being set to another position. Yet, for every other same sprite everything its allright.

    A gif to show the problem.

    https://drive.google.com/file/d/0B27TG57JCwl_eS01YWpoM2J0WGM/view?usp=sharing

    There's only 2 places in which that happens, in the rest of ledges everything its fine. I should mention that when positioning the sprite on the ledge(grabbing it), theres a difference of 40 pixels in Y that I had to adjust so it would work. cant figure out the reason why yet.

  • you might have to rewrite you code. I tried using my Input system that works both for gamepad at keyboard and adding mouse didn't work. It recognizes the input but actions are not triggered.

    I'm curious as well to see if someone can bring a solution

    yfchild2 I think Scirra shows a lot of respect by being very active in the forums, updating frequently C2 with bug fixes and others. I don't think its necessary to see what they are working on.

    Already C2 it's amazing so I wouldn't expect less from them.

  • I tried and didn't work, so I opted for when ftDetect (the sprite positioned at the feet) is not overlapping the floor collision object. That did the trick.

    I'm still full of question as why even if Player is locked into a position when grabbing a ledge, when I release the key its moves one pixel backwards.

    Also, I had to set a 40 pixels difference when positioning the Player Controller on the Ledge. Still cant figure out that difference. My project its haunted lol

  • try Gifcam, not sure if its what you might need though.

  • So finally based on what 99Instances did I got to make it work just fine. Actually I changed some stuff. Put gravity to zero and trigger animation after that event so it could work better.

    here what it looks like:

    http://vertexzero.tumblr.com/post/147313502473/finally-got-the-climb-up-and-down-system-done

    Now I'm fighting with a small issue though. Idle boolean is not being set to False since Player Controller is not moving. Even if I force it to false, it stills true.

    It works though, but I think this is the reason why I had to do a bit of a hack to make it work.

  • I know right! I wish it could stay locked into the position I mostly use it. So I dont need to each time place it the way I like it.

  • A simple question, hopefully I'm asking it in the right place. But is there a way to set up the debugger so its always opens as last time used?

    Would be awesome if every time I open the debugger screen, its already separated in both screens as I left it last time.

    is it possible?

    Thanks!

  • You can use Object (the character you want to move) --> add action --> Z Order. You'll have 4 choices.

    Cheers

  • Something like

    Set Player Y to Player.Y+sin(Player.Angle)*distance in pixels/seconds

    Now I'm not sure about the seconds part

    I might completely off as well.