You could unpin the player when you want to move?
Another way would be to clamp the players x-position to the platforms boundingbox left and right if overlapping at offset..
I guess instead of:
random(LayoutHeight - self.height)
You'd use
random(Oldposition-100,Oldposition+100)
So what you are trying to do is this?
on tap
moveto x= clamp(touch.x,79,199) y = clamp(touch.y,158,199)
This event could replace event 2-11
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Could you explain what the problem is exactly?
In what way have you set the boundaries?
Also, by "make it work", I mean making it not fall through the ground.
It's as simple as this:
Give the ground physics behaviour and set it to immovable..
If you want the ground to fall too, don't set it to immovable..
Why not?
What result are you getting?
What result do you expect?
What are the events you are using?
Well if it's not working, it might be your events, right?
Are you using the correct coordinates, are you not setting the player back outside every tick?
Without seeing the events, ther is no way of knowing why it doesn't work..
Could you share your events?
How do I make it work without Making it Immovable?
Make what work?
Solid doesn't react to physics..
The object should have physics behaviour and preferably if the object is moving, this movement should be done with physics, if the object is static, set it to immovable..
What platform are you making the game for?
Actually all saving done by construct2 is done locally and offline, so that would hardly be the issue..
I'm not sure why you don't understand that Osm.clickedmarker is not the same as UID..
You could ofcourse compare osm.clickedmarker..
If you set a text to osm.clickedmarker on marker clicked, you will see what information this expression actually gives, so you know what your comparison should be..
Keyboard On A pressed AND keyboard Shift is down | Do action here but then both this event and the event without shift is down are triggered, so I didn't use it.
Keyboard On A pressed AND keyboard Shift is down | Do action here
but then both this event and the event without shift is down are triggered, so I didn't use it.
So adding a shift is NOT down to the first event would prevent that, right?
Member since 26 Apr, 2011