Sup with that?'s Recent Forum Activity

  • Have a look at the default "Physics - rolling platformer" tutorial, it seems roughly like what you're looking for.

  • The events that set your running animations are overriding the jump animation because they keep getting set continuously while A/D is down, whereas the jump animation is only set once upon jumping. You can get around this if you add a "Jump animation is not playing" condition to your A/D key events, this way it won't set a running animation if the jumping animation is playing.

  • Maybe you can try adjusting the enemy's jump strength and sustain values depending on the Y-distance to the player. Something like,

    On Enemy about to jump

    • Set Enemy jump strength to Y-distance/5
    • Set Enemy jump sustain to Y-distance/10
    • Enemy jump
  • I mean, the cone faces the direction of the object, so why not just rotate the object 180 degrees? You can do that both in the layout editor and through events.

  • Two ways off the top of my head, might not be the bestest solutions but work in a pinch...

    A) Use rex's PushOutSolid behavior and apply it to the enemies. Problem here is that you'll have to make the enemies solids and use custom pathfinding instead of around solids.

    B) Probably the easier one: use R0j0's Chipmunk physics and apply it to enemies. For some reason the default physics behaves all wonky when used together with pathfinding, but Chipmunk physics seems to work just fine. If this is a mobile game it might not be feasible, though.

  • Sounds like you need to have it find a path after it has regenerated its obstacle map, otherwise it will find a path before there are any obstacles (a straight line). I don't recall there being a "On obstacles regenerated" event, but you should be able to pull it off by arranging the events chronologically to make sure they happen in the right order.

  • Hmm, I feel like there's probably a way to cycle through a preset pattern of numbers but I can't think of it. You can potentially use variables to set values through events, I'm just wondering if there's a way to streamline it more than what I have in mind.

    Basically something like,

    Level=1 + Variable1<=5 --> Set Array value [Variable1] to [Variable2] + Add 1 to Variable1 + Run Function "Z"

    Level=2 + Variable1<=11 --> Set Array value [Variable1] to [Variable2] + Add 1 to Variable1 + Run Function "Z"

    On Function "Z"

    [sub-event] If Variable2 = 2 --> Set Variable2 to 5

    [sub-event] If Variable2 = 5 --> Set Variable2 to 9

    [sub-event] If Variable2 = 9 --> Set Variable2 to 13

    etc.

    So if Level=1, it'll run through Array values 0 to 5 using Variable1 as the index, and assign the value of Variable2 to each, where Variable2 is responsible for keeping track of the pattern. If Level=2 it does the same for values 0-11. I think this ought to work.

  • Most likely it uses the default System > Snapshot Canvas feature, not 100% sure though.

  • Alright, I figured as much. Thanks!

  • ... if the object in question doesn't have any collision events to begin with?

    I have a large layout with a bunch of background objects that are just going to sit around doing nothing. While fiddling with them I remembered there's a parameter to disable collisions, but, it's not like I'm checking for collisions to begin with. Is there any advantage to going through them all and disabling their collision detection?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I think there's probably a more elegant solution to this, but, harkening back to how I used to do it in another game creator engine...

    Basically just have a hidden Edge object that's placed on the edges of platforms (either by hand or script). If Player is standing near it/intersecting it/whichever trigger you want to use, play teetering animation.

    I haven't really thought on it much since so that's all I have.

  • Just make it always set X and Y position of the gun to the X and Y of the mouse, as long as the cursor is within the central area.

    E.g. you can do something like,

    X of Mouse is between 5 and 200 -> Set X of Gun to X of Mouse

    This makes the gun follow the mouse as long as the position of the cursor is within the area between 5 and 200. Similar thing for the Y value.

Sup with that?'s avatar

Sup with that?

Member since 30 Aug, 2010

None one is following Sup with that? yet!

Trophy Case

  • 14-Year Club
  • Forum Contributor Made 100 posts in the forums
  • RTFM Read the fabulous manual
  • Email Verified

Progress

17/44
How to earn trophies