Ledor's Recent Forum Activity

  • I've been testing a 360-degree joystick control with 8 directions, and the solution I'm currently using, which was suggested by Coin-coin le Canapin, seems to work well without any noticeable issues. I can also associate joystick directions with animations. Is this a good or bad approach? Additionally, is there a more effective way to implement a standby animation when there's no movement? My current solution appears to have some jankiness and occasional animation flickering.

  • Can someone give me an example how to use tween as a waypoint for enemies?

    I don't want to use Moveto or Pathfinding behavior cause I want its movement to be more precise.

  • In general most behaviors the motion is good enough, but seldom 100% precise. I think what happens is the moveto behavior discards the overshoot.

    Anyways, here's a way to do near perfect path motion so the object's stay spaced the same. They are transparent and next to each other so if it would show desync if it happens. Additionally you can toggle that disabled action to avoid even more numeric drift.

    The gist is it moves in direction of a waypoint, and when the waypoint is passed it carries over the extra motion when it moves toward the next node.

    https://www.dropbox.com/s/5bg83cgrpv9k8tn/node_path_follow2.capx?dl=1

    Edit:

    And the idea can be taken further. This one supports any speed.

    https://www.dropbox.com/s/vow1i2x2rcteee6/node_path_follow3.capx?dl=1

    Thank you! I will look into these examples.

  • Is your target sprite origin in the right place? Or are you targeting an image point?

    If you use move to direct and handle your own waypoints, it should be more precise, but they'll slow down and stop at each waypoint.

    Otherwise if you need precision you can try using tween instead, which will be exact.

    Is it possible to send me an example, using tween behaviour instead to create waypoints?

  • I'm trying to create enemies that are following simple waypoints.

    Why are my enemies' movements slowly becoming more inconsistent over time when using MoveTo behavior?

    See the video link example

    streamable.com/yv9ilh

    (acceleration/deceleration is 0 and speed 150)

    Is there a simple way to create enemy waypoint movements that are more precise?

  • The easiest method is to use MoveTo behavior, it supports waypoints.

    Sprite Move to A (add waypoint)

    Sprite Move to B (add waypoint)

    Sprite Move to C (add waypoint)

    ...

    Sprite On Arrived - repeat from the beginning

    Yea this was what I was looking for. :) worked great! Thanks to all replays!

  • What's the easiest way to give enemies a predetermined route?

    example => A to B to C to D to A...(repeat)

    Preferable without acceleration/deceleration involved so they keep a constant speed pattern.

  • I actually got help from the construct discord with this problem. If you want a simple jumpBuffer.

    Create a character with platform and Timer Behavior.

    (1) Keyboard -> On (Space) pressed -> Player -> Start Timer "jumpBuffer" for 0.15 (Once)

    (2) Player -> Platform On landed -> Player -> Simulate Platform pressing Jump

    (2) Player -> Is Timer "jumpBuffer" running

    (increase or decrease the timer to your liking)

    Also, dop2000 really liked your coyote jump! Will help me out a lot in my first game project! :)

  • Does anyone know how to create a reliable "jump buffering" for a platform game?

    Tagged:

  • I solved my own problem.

    If you have the same problem. Turn off Pixel rounding and change Fullscreen quality to High.

  • Hey, I have a problem with my moving platform. When I use the ScrollTo behavior on my character and jump on a moving platform with Sine behavior, my character and platform start sharking. Is this a bug or am I doing something wrong here?

    Tagged:

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  • I solved my problem.

    I created a Global variable called EnemySpawn = 0

    (Event) System > Every 1 seconds (Action) System > Set EnemySpawn to int(random(1,4))

    (Sub event) (Event) System EnemySpawn =1 (Action) Spawnpoint1 Spawn enemy on layer x

    (+Action) System > Set EnemySpawn to 0

    -repeat for each spawn point-

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Ledor

Member since 25 Sep, 2022

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