ZeldaVerde's Forum Posts

  • Yes, that is exactly what I did, as I said, the problem is two spikes collide with the player at the exact same time, so it triggers twice nonetheless

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  • So, I'm making a game which is a platformer and there are spikes the player takes damage for falling on, but in some places there are big rows of the spike sprite, and if the player falls touching two at a time, then they take 2x damage because the action is executed twice at the exact same time. I have a system where when the player gets damaged, they have invincibility frames, but this still happens because both spikes are hit precisely simultaneously. How should I go about solving this?

    Edit: I was being dumb and had a wait action before setting the timer for invincibility because reasons.

  • I figured it out, it was the dumbest thing ever. I had this virtual gamepad driver installed for something I can't remember, and it was being detected first. Thanks for helping (the example helped me because it showed the name of the device) and sorry for submitting something like this.

  • Yep, I set an action to set a variable to a number and it won't, so apparently it isn't firing.

  • I don't think it is, I'll set another action for testing and I'll tell you the result.

  • I'm trying to implement gamepad input and, at first, using gamepad index 1 worked fine, but I eventually switched to using "On gamepad connected" and setting a variable I would then use as the index for the gamepad to "Gamepad.GamepadIndex", but it eventually stopped working, and by debugging, I noticed the variable isn't being set. Gamepad works for every other application on my pc, and if I restart my pc, gamepad will work on construct again for a while. What should I do?

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  • Hi ZeldaVerde (love the name) I just tried a little something that might help. This 2 event setup enables double jump only when the player hits the jump input and should work even if you change the input from default to something else since it enables on jump. It disables double jump again once you land. If you walk straight off a platform you get no jump and just fall. I hope this helps!

    Thanks (:! Probelm is, construct's on landed or is on floor is pretty buggy, and it loves to trigger when it really shouldn't for no reason. BTW, can you perhaps speak Portuguese or Spanish? I'm wondering because you apparently understood my name...

  • Would be useful as hell if they could add a feature like that tho. But thanks anyway.

  • I'm making a metroidvania game, and the camera snaps from screen to screen, just like most metroidvanias. That way, it would be very useful if I could display two grids at the same time, one 8x8, for me to place the general objects, and another one 240x135, the size of the screen, or one zone the camera snaps to. If this isn't possible, is there a way to at least display an 240x135 grid while snapping to an 8x8 grid?

  • Clever, I'll try that

  • So, for my platforming game, I want a dashing ability, and I want it to leave a "Ghost Trail" much like Celeste's dashing effect. How should I go about doing this?

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  • I wanted to add double jump to my game, so, naturally, I used the native double jump feature for the platforming behavior, but I realized that if I just fall off of a platform, I can still double jump, and I feel like I should only be able to if I am not on the ground because I jumped on the first place. Is there an easy way to fix this or should I just code my solution?

  • And here's the correct version of what you were trying to do originally

    very poggers meth, thanks (:

  • Bro, you put so much more effort than needed into making this example you didn't need to do 80% of it and I appreciate it, thanks.

  • So, I'm making a game where the character can shoot bullets, and eventually they'll get a powerup, a triple shot, that will work much like this, and I have been coming up with something, but it doesn't quite work yet. Any ideas?

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