Gypopothomas's Recent Forum Activity

  • Jaysis! that fixed it. I need a good facepalming! Haha!

    I assumed it wouldn't affect it 'cause they weren't actually overlapping. But that did the job. Thanks.

  • Whoops!

    Here's how I have it set up

  • Hey. I'm trying to make some falling blocks with the platform behaviour, but they don't work if they're touching a solid at the side (I've attached a GIF). I've tried using the bullet behavior instead, but the same thing happens.

    I've cut the collision box of the block off a pixel at each side n' that works, but I'd rather have the collision be the size of the whole block.

    Any idea what's going on here? Thanks for the help.

  • Push out solid, eh? Sounds vulgar! Haha!

    Thanks for the help. I'll give it a go.

  • Hey. Using a custom movement for a dash move in my game, but the player goes through walls if I dash in their direction. Is there any way to have the custom movement stop when it hits a solid?

  • I'll give it a try, chap. Thanks for the help!

  • Hmm... Don't think I follow you. Would that work for jumping up platforms?

  • Hey. I'm making a game where movements are snapped to a grid, so each movement is the exact same distance. I'm using Rex's Move-To plug in to handle moving left and right (16 pixels at a time), but I can't get a nice fixed jump using it (or I can't figure out how anyway). Any ideas?

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  • Excellent stuff, lads. Thanks! I'll give it a go.

  • Hey. I need to move a character 16 pixels in the direction I press, but I don't want him to just snap to the new position like he does with the 'set X' command, I need to see the character move, but he has to stop at exactly 16 pixels from where he started.

    Can anyone help me with this one? Thanks.

  • Hey. I have a 2D sidescroller where the enemies don't shoot at the player unless he's near, they can spot him using line of sight. Problem is, when one detects him, they all do! Am I missing something, is there a better way to do this?

    Thanks for help.

  • hey there, this is what i would do.

    You need 1 variable to store the lerping ammunt, let call this one "num".

    So when the player is not mirrored (going right), you add 0.1 to num as long as it is < 1.

    when the player is mirrored (going left), you substract 0.1 from num, as long as it is > 0.

    and then you scroll.X to: lerp( player.X - 40 , player.X + 40 , num)

    I hope it's what you wanted. There is no reason this should flicker, and using lerp every thick should not be a problem either.

    Thanks, chap. I'll give it a go!

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Gypopothomas

Member since 23 Nov, 2014

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