Sup with that?'s Recent Forum Activity

  • Pretty sure you can just give the platform solid behavior and the player should stick even if it's moving. You can have a look at the default Platformer Example, there's an example of it there.

  • I'm a little confused whether you mean layers or layouts, but, maybe try using a global variable to signal when each one needs to be at whichever opacity.

    E.g.

    Player finishes level 1 --> Set Global Variable to 2

    If Global Variable = 2 --> Set opacity of level 2 to 100

  • I meant the actions when in the event sheet editor.

    On tap up arrow --> Player simulate jump

    To add the simulate jump action go to Add Action --> Player --> under Platform behavior --> Simulate Jump

  • It'd be under Player as part of the platform movement actions.

  • You need to add a "Player Platform Behavior simulate Jump" action to the tap up arrow event. Platform behavior uses arrow keys by default so it automatically simulates jump when you press the up arrow, it just doesn't tell you about it.

  • Maybe try playing around with the sprite's collision polygon to make it more consistent.

  • In my experience you may need to dumb it down as much as possible for mobile, yes.

    But like, why not test it on a phone first to see if it's a problem before cutting it?

  • I was thinking a simple proximity check like "Bot distance to player greater than X --> destroy Bot", in which X can correspond roughly to the size of the viewport so that when the camera gets closer/further they're spawned or destroyed. Might not work as well if zones vary in size though, because if a zone is several screen lengths across a bot on one end would not spawn until the player moved closer, despite being in the same zone.

    LOS can be a way to do it as well I guess, just separate the zones with objects designated as LOS obstacles. That way bots in one zone won't be able to see the player when he's in another zone.

  • If you're using some hidden object to control the scrolling of the screen, maybe you can link the bot spawns to the proximity of the object. Sort of like,

    If Bot is not within [Viewport distance] of Scroll Thing --> Destroy Bot

    If Spawn Point is within [Viewport distance] of Scroll Thing --> Spawn bots/Recreate bots

    This way the bots would be destroyed when the object pans away to another zone, and spawned and/or recreated when it come back.

  • There is a behavior called Flash which you can use to make the blinking effect, and there are some WebGL effects you can add to the object that change color, you'd just have to enable/disable them through events as needed.

  • That... works for the most part! Only issue seems to be having multiple locomotives, which results in the first car of one train turning to face the last car of another one since they're instances of the same object. However, it seems I was able to get around it by assigning custom IDs and Pinning by position & angle in this case.

    Anyway, works lovely now, big thanks!

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  • Preferably without using the For Each loop. Maybe I'm missing an obvious solution so I'm taking a step back here.

    Think of a train with several cars attached to the locomotive. Each car is Pinned to the one before it, and each tries to rotate towards the position of the one it's pinned to for a natural, flowing effect. Now, I was able to do it easily enough using a For Each loop, but, this results in a pretty severe fps drop when there are a lot of cars and trains. Not having a For Each loop in the event apparently makes it not work altogether. So, is there a way to do this without a For Each loop?

    Thanks for any help.

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Sup with that?

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