CJacobsSA's Recent Forum Activity

  • I see! Well, I'll make a branch real quick to test out bullet behavior instead of physics behavior to see if I like it better, I'm sure it won't take too long to find what I like better. Either way, your object timescale solution worked, so thank you both for your help! I appreciate it!

  • Although I'm not sure if this would work with physics and I doubt using physics is the wisest decision in this particular case, using the system action set object timescale, for a certain amount of time could get you this effect..

    Why do you say that? Are there hitches with physics that the bullet behavior doesn't have?

  • Thank you both, through a combination of your posts I got it working with physics and all. My next question is: Is there a way to get the enemy's physics to "pause" for a split second when it hits the ground for a bounce, then continue as it was just to give it a bit more oomph?

  • I'm still a pretty big novice when it comes to Construct 2 and I don't know if this can be done without plugins or real code, so here's a doodle to demonstrate what I'd like to have happen:

    (open the pic in a new tab if it gets cut off)

    Basically, when the player hits the enemy, I want the enemy to fly in a parabolic arc (I'd like to be able to set the angle, for different attacks) and bounce when they hit the ground, losing a set amount of momentum for each time they bounce until they are stationary. I'm pretty much lost on how to implement this into my game code wise. If I need a plugin to make it possible/easier let me know and I'll grab it.

  • Just double posting to say never mind, I figured it out! All I had to do was make an exception to the 'set animation to run/stand' events that specified that the pre jump timer was at 0 or else they would not play, and then I was able to practically copy over the code I made for the landing. Sometimes a nice walk to clear your head does wonders!

  • In Castlevania, there is a small delay between when the player presses the jump button and when the character actually jumps. In this time (about 1/4th of a second), the character stops moving and does a small crouching animation. When the animation finishes, the character jumps.

    Now, in theory, all I would have to do is make it so that when the player presses the jump button, disable the platform behavior, wait .25 sec, then re-enable it and simulate jump. That works just fine, but the animation does not, and I can't figure out why.

    Here is my current code setup. You can see highlighted in the image that I have the pre-jump animation set before the wait (it does not repeat and has infinite length), but it doesn't play. Instead, the walking animation plays if you're moving before you hit Z or the standing animation if you're standing still.

    You can see that I also have set up a system for when the player lands AFTER a jump, and that works totally fine without issue, but I cannot figure out how to implement the reverse for stopping before the player jumps.

  • Ah, okay, I've got it now. I didn't know you could just do a 'compare variable' condition in that situation! Thank you for the help!

  • I don't know how to use it for my picking. I did say I was unable to figure it out in my above post.

  • Just double posting to say that I was messing around with it while waiting for a response and I found a solution by modifying my code as such:

    I couldn't figure out how to get it to pick the level button by the variable, so instead I used Pick by UID to select the specific button I want the sprite to move to. Then I do my LiteTween function as before and it moves toward the button.

    If anyone has a better solution I would love to hear it, but this is what I've found works for now.

  • This thread is sort of a sequel to a previous thread I made:

    viewtopic.php?f=147&t=122741&p=874659

    You might want to read that one first, it's only like 3 posts long. I'm having another, separate but similar problem to that one. I previously used the LiteTween plugin to move my map character between map squares on the grid (Mario Bros. 3 style) and it worked well because each button was a separate object that I could point it to move towards, like so:

    But I don't know how to make this work with the new system made using the previous thread's solution where the level button is just one object with different instances. Any ideas? Is there a way to, say, point the character object toward the level button that has "atlevel=2" as its value and so on?

  • snipped, I figure it warrants its own thread so I made one for it

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  • Ah, thank you, this works nicely. I appreciate the help.

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CJacobsSA

Member since 26 Sep, 2014

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