Wyvern's Forum Posts

  • smitchell

    AHAHAHAAHAHAH! XD

    "Jump --- shift is not a nice key to use, People do not like it.."

    You're absolutely right!!! ;P

    but I'm just trying to understand how to make things works, I haven't planned of using directional arrow insted of wasd or anything else..

    I will change everything in the main project, don't worry! ;P

    when I'll release a beta I'll make you try if it's ok ;P

    However to me it takes more than a couple of milliseconds O.o

    because I putted back the condition that if you press the down arrow key and the jump while being on a jumpthru, than the character won't fump but fall through the platform =)

    in your case I think it was 0.2 ms because of the jump (the jump animation takes more than 0.2 ms ;) )

    Kyatric

    Yes, that was the idea, but I didn't know how to make it ;)

    well.. I have never used UID so I didn't thought of it >,<

    Many Thanks!! ;)

  • this is the capx >,<

    dl.dropbox.com/u/57262275/01.capx

  • zenox98

    It works but partially, since even if the Jumpthru platform has it's behavior disabled with the three conditions checked, the character remain on it without falling through it, and if you move left or right nothing happen, but if you jump then on the fall (after the jump) the character will go through the platform with the disabled behaviour

    smitchell

    well, I'm new to C2 so I don't really know how to put the new spawned platform on the same position of the moved one >,<

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  • it's not that I think it should fall, it's what I'm trying to achieve xD

    so I looked around in the forum but this answer is only about CC

    so I was wondering how to make it with C2, that's all :)

  • Mhm.. well to be honest it works good even without the trigger once option O.o

    trigger once should mean that the animation is executed only one time, the first time, so without it I shouldn't have the same effect maybe.. am I missing something? O.o

  • If the player stand in a platform that have the jump through behavior

    and the down arrow and the jump button are pressed together, the character should fall through the platform

    I know it's an old question but every kind of reply I've looked was about CC and not C2 and something is different in C2, so I can't find the functions for this task >.<

  • I think a much easier way might be to use the system 'Wait' action!

    + On some event

    -> Set ignoring input

    -> Wait 1 second

    -> Set not ignoring input

    It's good and it actually seem to work well for my purpose ;)

    and since I can't see any sort of bug for now and I've ended the event limit for the free version of the program, this is way shorter and suitable than the other ;P

    Thank You!!

    [I don't know what kind of issue the wait function may generate btw but I couldn't see any problem untill now]

  • Somehow I've managed the problem (for now >,<)

    Thanks for the help ;)

  • it would work even to create a timer that check if the desired value is reached every 0.1 seconds, and if not it will increase the value and retry maybe?

    maybe something like:

    System: Every 1.0 seconds (1.0 because it's more visible)

       Sprite: timer < 3

       --> Sprite: add 1 to timer

       Sprite: timer = 3

       --> Sprite: stop ignoring platform user input   

       --> Sprite: set timer to 0

  • not reacting to the user imput is something like "ignoring user imput"

    but the problem is to make it last some seconds, no matter the input of the user

  • I'm trying to figure out if there is a way to "freeze" the character (but not his animation) for exemple for 1 or more (or less) seconds

    for exemple

    if the character is hitten by something it will stop working for 0.3 seconds

    there is a way do make this kind of function?

  • I used a boolean to choose among the two and somehow it works again :)

    don't know if this is the best solution but I don't have any other in mind at the moment :P

    Thank You for your hel again! ;)

  • YES!! It Works!!

    Thank You! ;)

    But I used

    -> Sprite: stop ignoring platform user input

    instead of

    "start ignoring control trigger once"

    because it's something that I couldn't find >,<

    where is it? O.o

    But.. well. somehow it works.. u,�

    however..

    putting

    Keyboard: down arrow is down

    --> Sprite: set animation "crouch"

    instead of

    Keyboard: on down arrow pressed

    --> Sprite: set animation "crouch"

    messed up the condition

    Keyboard: down arrow is down

    Keyboard: on A pressed

    --> Sprite: set animation "crouchAttack"

    something like the two animations are played at the same time, so

    if you press A simply it would make the program play again the "crouch" animation instead of the attack one >.<

    am I thinking right?

  • I already thought something similar, but the problem is that if the user start pressing the down arrow and the right (or left) one together while the character is still fluctuating (I mean he is in the air and it's either jumping or falling), when the character reach the ground (and the two directions, down and right(or left) are still pressed) he continues moving to right or left.

    I'd like to give the priority on the down arrow stopping completely his movement (a plus it would be being able to choose to stop movements for 0.3 seconds ;P)

    your solution is similar to mine (so it doesn't work xD)

    and setting vector x and vector y to 0 doesn't fix the problem since the effect is that the character keeps moving (even if a little more slowly than before >.<)

  • .< I even used it but I didn't thought to it when I saw [invert] on your reply >.<

    I must be really tired :P

    what plug-in? O.o

    that solution of OR is really good actually however ;)

    do you know if there is a way to create other event sheets or a way to simulate something else aside from "jump, left, right" ?

    I need "down" >.<

    I mean, after landing from a jump, if both the down arrow and the right (or left) one are pressed, he messed up the animation and beside I need to read only the down arrow if both are pressed simultaneously.

    so basically a way to exclude a command.. "simulate down" would be perfect but is not present among my choices and I don't know if it's possible to extend them