RayKst's Recent Forum Activity

  • It's not a camera inversion but a gravity inversion (and sprite inversion as well where pertinent) in most of this types of games. I'm not sure C2 already has this. But if not it's pretty easy to simulate. One thing that you should take atention is that if the gravity is inverted you must invert the controls to. Example. Normal gravity Left Arrow makes character walk to Left , Right walks to Right . On inverted gravity Left Arrow must make character go to Right and Right Arrow to Left. But if you want to confuse player just leave it like it is and the player 99% of times will press Left and expect character to go Left but it goes Right instead. Yeah that can get confusing :)

  • Did a research and found out the the behavior i want is exactly like Cooper Enemy on Plaform School by deadeye. I'll just steal it all damn :) Though it uses Pick By Comparison as it facilitates things greatly. Anyway thanks all for the help.

  • Damn this is getting boring. It turns out the above solution only is not sufficient for my case. I remember Classic had Pick by Comparison. How it works exactly ?

  • Damn i had a signal wrong that it. Thanks for the patience :)

  • Not that but thanks anyway! It has nothing to do about the mirroring. It's the "begin following player when get near enough" . I think i didn't express myself correctly. I've used the wrong example at start sorry ! I can't express the logic i want just using object compare X since i'm using the vertical distance between player and enemy calculated simply with abs(player.x - enemy.x). There's no way to pick it correctly with expressions yes ? So i'll have to separate it and detect when approaching from the left and from the right ? Duplicating code ? Or is there a better way ?

  • Ok about the mirroring that's it thanks. But the problem is that i want enemies to act when at a determined distance from player (but of course individually :) ), that's why i'm using system compare. There's sight distance and stuff. The problem is that i must track exactly which enemy triggered the event so that i can act only on it and not on them all. Well, i think that's when using detached (not assigned to an object in particular) events falls short. Maybe it's something simple and i'm missing. Maybe i could instead of comparing distances use a bit sprite detector around my player so that when enemies overlap it i can pick them correctly. But i'd prefer not have to resort to that. I'll keep trying.

  • Then we're comrades, since i'm brazilian too and wishing to make a living by making games, best o luck to you :D

  • Well it turns out that i'm using System Compare Two Values. So it not picks as expected. In my example. I have:

    System: abs(Object2.X - Object1.X) <= Value -> Object2.Var = Something

    All Object2 instances get affected. Resuming what is happening is that my Object2 acts defined by an AI. But when an event triggers an action on one instance all other instances do the same action. Clearly a picking problem. I'll try to find a workaround.

  • Ok, got it thanks !

  • I'm making my enemies AI. So picking is really important here. My question:

    In an event like this:

    Object1.X > Object2.X -> Object2.SetMirrored

    Does all Object2 instances get's affected or just the one picked by the condition ? It seems the all Object2's are getting affected.

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  • Already reported this bug btw :)

  • Yeah Scroll To is affected too. If my char is on front layer with normal scale and i have a back layer with scale 0.5 the camera with not scroll correctly to the character. I'm not surprised since scaling affects everything, positions, collisions etc. Kinda hard to make it work with everything.

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RayKst

Member since 22 Jul, 2009

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