Odineye's Recent Forum Activity

  • I made a small pinball game working off the Construct 3 template by Viridino Studios. They did great on the physics. I did a lot of 'punch up' work for extra features, sounds, music and graphics. I'd be honored if you gave it a look.

    ~Bill

    odineye.itch.io/plasmaball

    (Works on Mobile)

    Tagged:

  • SOLVED!

    Sry forgot to put that in.

    (do we have to do that here?)

  • Thank you. I knew there was a conflict in input but I couldn't figure out exactly what. I was actually using that Xbool above WASD but I can see how the initialization is different to the behavior.

  • Here is the current project folder

    https://odineye.itch.io/zeroforce-a

    A demo of there bug. Everything seems to work fine, except I have to release and press the move keys after the jump is finished.

    Here is a gif of the code

  • Oosyrag is correct. Alternatively, you can set a one-pixel gap and have a colored background.

  • Im gonna guess that it's a timing issue. Set a condition that waits for the attack animation to finish before 'choose(1,2,3)', or the attack state to be zero, or whatever feels right.

  • I have a basic top-down shooter with WASD controls. Inside it there is a 'player controller object' that moves the player sprites and other objects. There is also a 'jump target' object. When the 'player controller object' MoveTo the 'Jump Target' I must repress the WASD key to move. I would like this to be seamless.

    WASD is called with an 'Is Key Down' so I figured it would continue to give the appropriate input to the 8-Direction behavior.

  • Report of progress

  • The physics behavior has the option to enable/disable collisions with object types. This however (sadly) cannot be done per instance.

    One way of doing it would be to entirely disable physics for all objects on the lower layer (which does work per instance). You can pick these objects with the "pick objects by comparison" and pick all objects that are on the same layer as the ball. This will not work if you plan on having multiple balls on different layers at the same time.

    I cannot go more specific than this since I do not know how you set everything up, but this should give you a general idea.

    This was my original solution, but has the draw back you stated. I have gone to a work around attempt. I am moving the ball physics 1000 px to the right when it hits the sensor and leaving the gfx in place so it looks like it is on the upper track. It's buggy but it's progress. :)

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  • I am making a pinball game. In this game there is an 'upper track' that I intend the ball to go on. I have placed this 'upper track' on a layer above the 'machine' layer that the ball usually interacts with. I have placed a sensor at the entrance to the 'upper track' and one at the exit. The entrance sensor checks the velocity of the ball and the layer it is on. If the ball is going up and is on the 'machine' layer, then sensor moves the ball to the 'upper track' layer. If it is going down and on the 'upper track' layer, then the sensor moves the ball to the 'machine' layer. This is all working properly.

    The bug is that when I move the ball to the 'upper track' layer, it still collides with the 'machine' layer. When I disable the 'machine' layer's physics, then the ball collides with nothing. The ball does not collide with the 'upper track' layer collision bounds even when on the 'upper track' layer.

    Thank you for you time.

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Odineye

Member since 21 Jul, 2022

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