Unnatural20's Recent Forum Activity

  • So I'm using https://www.scirra.com/tutorials/591/a-simple-method-for-climbing-ladders-in-platformers as my basis for ladder use in my platforming game. However, I want a few things that the tutorial doesn't do. Most of them I've figured out myself.

    1: Don't let being on a ladder phase through solid objects - fixed by setting platformer vector Y instead of set position

    2: Snap to ladder when climbing

    3: Allow jumping off the ladder

    3a: When jumping and remaining on the ladder, there's a brief pause before beginning climbing again.

    3b: Can climb ladder faster by jumping, regrabbing ladder, and jumping again.

    4: Can drop off of ladder with Jump + Down

    It's 3b I'm having trouble with. I can't figure out how to get the Platformer behavior to 'reset' jump ability if you're not technically landing on the ground.

    Any thoughts? I've attached a .capx with everything but 3b demonstrated.

  • Unnatural20 Not good enough because if you lure the enemy in that gap he cannot chase player. Enemy is stuck and cannot chase anymore

    Excuse me? What do you mean, "not good enough"? This is a minigame I put together in five minutes to illustrate "jumping over a gap," not "Here is your game for you."

  • ...I'm not sure where you're having problems? It really sounds like you've got it under control.

    That said, if you *were* having problems, fisholith has gone into serious detail for you.

  • Well, there's a lot of ways to pick things. This .capx includes two methods.

  • The solution I saw in a tutorial was to give them a 'detector' sprite, pinned to the forward bottom corner of the sprite, and if it sees open space? Jump.

    Here's a little demo game I put together: Control are the arrow keys for left, right, and jump; your score goes up every time you hit the switch, and down every time the enemy collides with you.

  • I'm working through the idea but I'm still getting dead zones for some reason.

    Any consistent ones?

  • Hm, that'll still miss things the same distance above/below/left/right. and for those you might want an offset of 0, 1.41 (as that's the straight-line distance of 0, 0 to 1, 1).

    Would there be a way to say "Sprite2 is X distance from other Sprite 2"?

  • Car.Pick Nearest (Player.X, Player.Y)

  • I can't help but think you're having a picking problem. But I can't figure it out either.

    Mind you, lots of check-neighboring is not necessarily a bad thing.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Overlapping and colliding do include 'touching,' as I'm sure you know. What do you want to implement it for?

  • Jenssons Line Of Sight is a behavior with multiple attributes. Obstacles, Range, Collisions, and Cone of view.

    You have to set Cone of View to less than 180 for it not to be able to see behind itself, and I would recommend 90.

    Also, I'm using the most recent edition of Construct 2: 196.2; you're using stable release 195, which is the older copy. You won't have a lot of luck opening .capx files on this forum unless you're willing to update to the beta releases. https://www.scirra.com/construct2/releases

  • The Behavior you're looking for is Line of Sight: I've attached an example of sprites that use it.

Unnatural20's avatar

Unnatural20

Member since 8 Jan, 2015

None one is following Unnatural20 yet!

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies