Aquanex2's Recent Forum Activity

  • Side view or top view?

    Quick idea - Use a thin invisible helper sprite along one side of your wall. If the player is overlapping the wall, set the helper sprite to not be solid. If the player is not overlapping the wall, set the helper sprite to be solid and push out solids.

    I posted that I didn't understand, but I deleted it after I carefully reread it over. I think I've got it. Thanks!

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  • Okay, so I would like to make a wall that the player can pass through, one-way, but if they try to go back, they cannot. Is this possible? Any ideas?

  • Then yes, collision probably happens between the frames.

    I would pin another invisible box to the player ("PlayerFallingBox"), the same width as PlayerBox, but 3 times higher.

    And use it to detect collisions with enemies when the player is falling.

    I'm not really sure what you mean by this... If you could make some example events and screenshot it that would help!

  • It would help if you could share your project file or a screenshot of your event sheet.

    If collision is not registered, objects must be moving very fast and be quite small.

    Say, if two sprites 100px wide are moving towards each other, their combined speed should be 3000-6000px/sec or more.

    You can make a simple event to check that the collision is indeed not registered:

    Sprite1 on collision with Sprite2 -> Browser log "collision"

    If this is really the case, try increasing their size by pinning a bigger collision box (invisible sprite) to them. You can only use it to detect collisions while objects are in the air and moving very fast.

    I didn't notice that you edited your post... Player is 32X32, and most enemies are 32X32. Player has fall speed of 800(but is sometimes faster due to powerups). I have different enemies, some that jump, some that move up and down, but all of which sometimes give me this problem.

    Anyway here is a picture of event sheet: https://www.dropbox.com/s/36zv2isvjjdpu ... n.png?dl=0

  • It would help if you could share your project file or a screenshot of your event sheet.

    If collision is not registered at 60 FPS, objects must be moving very fast and be quite small.

    Make a simple event to check that the collision is indeed not registered:

    Sprite1 on collision with Sprite2 -> Browser log "collision"

    If this is really the case, try increasing their size by pinning a bigger collision box (invisible sprite) to them. You can only use it to detect collisions while objects are in the air and moving very fast.

    Thanks for that info. I tried to replicate the issue on a test capx, but it's not happening. not sure why.

  • Hi!

    So... I've had this ongoing collision problem where if an enemy is jumping/moving upwards, and the player is falling, the player will be damaged sometimes instead of damaging enemy.

    I'm pretty sure it's because of the speed of both the enemy and the player. They are both moving too fast on collision for the game to register it. I've tried changing the condition from [on collision with another object] to [when overlapping with another object], but the problem persists.

    Any ideas?

  • Hi Aquanex2,

    This happened to me once in the past on C2 and a big project too. In my case it came from my way of including event sheets. Maybe trying to look on the side of your includes and the moment they are called (and indeed on the variables side as well). You can also create a global event sheet to include all your includes, which will be called by your layouts. If it can help you debug, at least it helped me to see more clearly. Good luck.

    IT WORKS NOW! For absolutely NO REASON AT ALL, it just starts working out of nowhere. I don't know why or how. I went to go fix some other (completely unrelated) issues that I had and came back to see if I could try again, and LO AND FREAKIN BEHOLD, it works now.

    Just as mysterious as it stopped working. It's working again. It's kind of bittersweet in a way. I'm ELATED that it's working again, but I'm still kind of upset that I don't know what happened.

  • Wasn't c2 autosaving for you along the way? Have you tried to load that?

    Sucks mate, that has almost happened to me before. I know its not the best time to say but saving regularly to different files is good practice.

    IT WORKS NOW! For absolutely NO REASON AT ALL, it just starts working out of nowhere. I don't know why or how. I went to go fix some other (completely unrelated) issues that I had and came back to see if I could try again, and LO AND FREAKIN BEHOLD, it works now.

    Just as mysterious as it stopped working. It's working again. It's kind of bittersweet in a way. I'm ELATED that it's working again, but I'm still kind of upset that I don't know what happened.

  • Hi Aquanex2,

    This happened to me once in the past on C2 and a big project too. In my case it came from my way of including event sheets. Maybe trying to look on the side of your includes and the moment they are called (and indeed on the variables side as well). You can also create a global event sheet to include all your includes, which will be called by your layouts. If it can help you debug, at least it helped me to see more clearly. Good luck. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Thanks for that info. Another thing that's weird is that I've added a text object action on the events that aren't working to tell me when or if the event's condition is actually being met. And yes it is, but the rest of the actions aren't activating.

    This makes absolutely no sense as it was working before on the same layouts, but not anymore, but it works on my most recent layout. I can't provide a capx, but I made a video.

    Here's the link: https://www.dropbox.com/s/gy29oe4me3u9z ... s.mp4?dl=0

  • Very doubtful it's a software glitch.

    This is nearly always an Event or variable issue (user error), but without much more info - a .capx for instance - then how can we know?

    You don't think so, huh? Well my game is too big so I don't want to provide a capx, so I guess I'll just have to play around some more to figure it out.

  • Hi! Soooo... I'm having this weird issue where certain things on the event sheet don't act the same when I'm on certain layouts. I've checked and... yes all of the layouts are using the right event sheet. So what's the deal? Is it a software glitch?

  • So does the collision happen twice?

    You can add something like a cool-off period. If there was a collision with enemy, ignore other collisions for the next 0.5 seconds or so.

    This is not the best solution, but without a capx there is nothing else I can do.

    I'm not sure if the collision happens twice. I could try to put together an exact replica of my situation in a capx.

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Aquanex2

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