LittleStain's Recent Forum Activity

  • Ah ok, missed the every tick event..

    Well having an 800x600px sprite of which 90% is black isn't really advisable..

    Instead of using imagepoints you could just create objects based on coordinates or based on position of other (smaller) objects..

  • Are you just looking for something like:

    on up key pressed

    simulate pressing jump

    on landed

    up key is down

    simulate pressing jump

    Actually maybe

    player platform is on floor

    up key is down

    simulate pressing jump

    is already enough..

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  • you are creating objects every tick if roundwinner is not 0, a triggered event would be advisable..

  • Those events seem correct..

    Care to explain what you mean with it doesn't work anymore?

  • What are AI bots and why are they leaving the layout?

  • You'd just have to add another instance of the same sprite..

    I might be completely misunderstanding your issue, though..

    Sounds pretty straightforward..

  • OH lol 5....... i tried others bigger numbers XD it works, thanks again LittleStain

    Offset virtually moves your sprite and tests if it overlaps..

    Moving it 800 pixels down as you originally did is ludicrous..

    You wanted to see if it overlapped something directly under it, 1 px could have been enough..

    5 is already overkill, but still works..

  • Really?

    For me it works perfectly with an offset of 5..

  • I was only trying to explain that your event is trying to destroy a platform that is overlapped by the player when the player is moved 800px down..

    What you would like to check is if your player is overlapping at a much smaller offset in the y-direction..

  • the sprite "player" jump strenght is 800 you can see that if you open the vertical infinite jump example in construct 2

    So, is there a platform 800 pixels beneath the player?

  • Using uncountable amounts of sprites isn't really a good option..

    Haha, my tablet just froze typing that reaction, because I was trying to play your game through debugger..

    I've seen some examples on this forum of digging games, all using different techniques..

    One started with bigger sprites only made smaller on collison when needed, which was pretty nifty..

    I think that was before the tilemap-object was added to Construct..

    I would suggest using that instead of the huge amount of sprites if one of the earlier examples don't suit your needs..

  • You could use a sprite with two frames for that creating it at the right time with the right frame..

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LittleStain

Member since 26 Apr, 2011

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