SullyTheStrange's Recent Forum Activity

  • If you are using 0.99.97 you could use the Add/Remove Attribute action to enable/disable "Solid" or "Platform".

    Hah, awesome. I tried searching for that and found an old post that said it wasn't possible to remove it during runtime. Silly me assumed that was still the case. Thanks.

  • You could try to switch the collision modes for the standing platforms to off when the character is upside down.And when he is right side up then switch it back on again.

    I literally tried to do that five seconds before I saw your post, but as far as I can see you can't change the collision mode of a tiled background, which most of the floor platforms are. Unless I'm completely missing something here...

  • Had to play with the angles a little bit, but the negative value trick works like a charm. Thanks!

    EDIT: New problem... When I switch the gravity to up, my character should go through all the "floor" platforms (the ones you stand on when gravity is down), but he still has to be able to collide with other objects mid-air as well as the "ceiling" platforms. I can't seem to find a good way to do this...

  • Yeah, I was looking at those, but it doesn't seem like I can say if on ceiling, change angle to 90. Because you still walk left and right on the ceiling, meaning it would have to change angles away from 90 back to 0 and 180, right? I don't see how that can work.

    Unless I made 90 and 180 "left while walking on ceiling" and "right while walking on ceiling" respectively... but that's a lot of work, which I wanted to avoid in the first place. I've got 40+ animations and rapidly increasing, I'd rather not have to manually flip 'em all!

  • [SOLVED. New problem in fifth post...]

    I'm playing around with gravity and want to flip them for walking on the ceiling. I COULD just manually flip them all and make new animations, buut... I'm lazy. Is there a simple way to do it that I just haven't noticed?

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  • Okay, new problem, this time with animation. There's a special turning animation when carrying something, which works perfectly on the ground. It's set up to play when your angle is 0 and you press left and vice versa -- however, when you turn mid-air, it plays the OPPOSITE angle's animation. Any idea what's causing that?

    I'll post the cap if necessary, but it's getting a bit too complex for me to ask people to dive into it to try and solve a little problem.

  • Oh, wow... I have to stop going off of memory. I could've SWORN the item would stop you.

    Well, that pretty much solves it. I went back to check and the item pushes itself out of the wall, which shouldn't be too hard to replicate. Thanks for pointing out my stupidity!

  • [SOLVED! New problem in the fourth post...]

    [ALSO SOLVED! ]

    Alrighty, here's the deal: in my Mario platformer, Mario can pick up and hold items like shells and springs. I've gotten just about every aspect of that working correctly, except for walking into walls -- as it stands, the item will go through the wall until Mario physically hits the wall.

    My attempts to change this have proven unsuccessful; apparently, Mario counts as a wall for some reason, so trying to use the "Wall to right/left" conditions to make the spring stop moving won't work. It makes the spring stop moving as soon as you pick it up (no matter where it happens to be placed, so it seems the problem is Mario). I tried checking for the spring overlapping the solid attribute at an offset, but same problem, even though Mario doesn't have the solid attribute.

    Sooo... what else could I try?

  • If there's a way to put a number into a string, then you can just print that instead, right? And if you also want to format it, then you can multiply by 100, use the floor() function, and then divide by 100 and put that in the string.

    (If you managed to catch my previous post before I deleted it, yeah, that doesn't work at all. My bad!)

  • Yeah, you're right about that. I put in two conditions to make sure they were the right instances and now it works fine. Thanks!

  • Different events seem to be looking at it in different ways. From my understanding, "lower" on the Y axis is actually up, so if you check for an object's Y value being "lower than" another one, then it's checking for the object being ABOVE the other, right?

    In my platformer, you jump up, hit blocks, and items rise out of them. I told the items to stop rising like this:

    Item.Bottom Lower Than or Equal to Block.Top

    -- Item: Stop

    But it keeps going up and up no matter what I do. If I set it to Greater Than or Equal To, though, it doesn't move at all, presumably because it already IS greater than the block because it's below it.

    Am I seeing things wrong here, or is there a different problem altogether? (The event that makes it move up, by the way, isn't in effect at this point. I know that for a fact.)

  • Thank you very much! I'll take a closer look at it tomorrow but it appears to be just what I need.

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SullyTheStrange

Member since 26 Jan, 2011

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