Waltuo's Forum Posts

  • I'm trying to create a wall that breaks on collision with the player sprite. If multiple walls are stacked in line next to each other, the explosions will also break all the other walls they collide with.

    I'm currently having two problems with this setup:

    1) All the wall breakings activate, but only the first breaking wall spawns the explosion sprites correctly. All the other walls spawn multiple instances of the explosion sprites on same places.

    2) For some reason, when I move the walls a little bit to the left, the wall breaking doesn't work at all anymore.

    Please see the attached capx, I've set up two layouts to showcase each problem:

    https://www.dropbox.com/s/f01g7xi7s5q2kpe/breaking_wall_problem.capx?dl=0

    If anyone has time to look at the capx and help out that would be greatly appreciated (this was supposed to be a quick 15 min implementation and I've now wasted several hours trying to solve it ). Thanks!

  • Personally I'm very interested in the platform functionality, so hopefully you'll have time/interest to continue to work on that even if you decide to release rest of the behavior early Either way, thanks and I'm keeping my eye on this!

  • AllanR

    Sorry for bumping old topic, but I was wondering is there any way to have multiple instances of the water and have each instance of waves behave individually from each other (without duplicating / renaming the objects and events)?

  • My workflow is pretty much the same, tedious to say the least (especially when objects reside in a family). Usually copypasting events results in error and takes a couple of tries because of missing objects/behaviors/plugins/whatnot in the other project. Would love to hear any possible tips to ease the process and make life easier.

  • List/structure looks good. Also some great points by tunepunk . I second that it's probably worth mentioning the fast prototyping and ease of use of C2/C3, allowing for example game designers and artists to test their ideas in practice without extensive technical knowledge/coding experience.. Of course, being able to quickly try out/implement different mechanics is an invaluable tool for more experienced programmers as well.

  • mcscooter

    Not sure I understand correctly what you want to do, but hopefully this helps:

    https://www.dropbox.com/s/411qk3nk40cmq ... .capx?dl=0

  • signaljacker

    Not the most elegant solution, but one way to fix this would be to make a group "Land" and put the "Platform: On landed" animation events inside the group.

    Then, under "Is Z pressed.." tree of events, add System-> Set group "Land" deactivated.

    Then, under both "On animation "hang_climb" finished event trees, at the end add "System -> Wait 0.5 seconds" and "Set group "Land" activated".

  • mcscooter Unfortunately the link is still showing in shortened form, making it impossible to open the file

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  • Does it help if upon pinning you manually set the platform behavior Vector X and Vector Y to 0? You might also give your character variables such as "running", "climbing" etc. and change the animation based on boolean states.

  • I have a family of objects (with solid, platform and sine behaviors) that can move left/right and turn on collision with walls or other objects in the same family. In addition to moving horizontally, they can also move vertically up and down with sine behavior at the same time. Essentially, I'm trying to create boxes overlapping water moving left&right (and up&down by sine movement to simulate waves).

    This works well, but I'd like to be able to stack other boxes in the same family on top of these moving boxes (and have them move with the moving object). If I set the solid behavior on the stacked box to disabled, it follows the moving box as intended and the turning (on collision with wall) for moving box works. However, if I keep solid for stacked box enabled, the stacked box will follow the moving box until collision with a wall, but then prevents the moving box from changing direction/moving back as it normally would. This occurs even when the vertical sine movement is disabled altogether. Also, for my game I need to keep solid enabled for both boxes as I don't want my characters going through them.

    How could I make the stacked box follow the horizontal/vertical movement of the box it's standing on (in the same family) ? Thanks for any help!

  • Congrats2u

    I don't have experience on using this myself (as I'm still on Construct 2 with my current project), but you might want to look into this converter/topic, hopefully it'll help you:

  • Thanks for your work Colludium, this is a very interesting project, looking forward to the next update!

  • Thanks dop2000 ! I thought about using the timer behavior but figured this would've worked without it. Anyway, your solution worked perfectly and it's spawning exactly as should Thanks again for your help!

  • I'm trying to create an object spawner that spawns objects every X seconds (based on instance variable) and sets the angle, speed etc for spawned objects (with bullet behavior).

    It works great for one object but as soon as I duplicate the spawner / hitboxes each spawner uses/triggers at the same X seconds value (when the intention is for each to trigger based on spawner object's individual instance variable). I tried adding the usual "For each", "Trigger once" etc. but can't get it to work right.

    Thanks for any help!