mongoose665's Recent Forum Activity

  • Might be a dumb question, but basically I've got a list of conditions that I want to group together so I can refer back to them for multiple events, as opposed to copying and pasting all the individual same conditions into all the events that will use them.

    So for example, I want (Image 1 visible + Image 2 visible) on two separate events, can I compress them into a function somehow so it's just (images visible) and I can refer back to that each time?

    Thanks everyone,

    Josh

  • There is no way to use a bullet for this purpose. Switch to rays instead. I used jcw_trace (raycast) plugin and it works just fine.

    You can find some ideas in this topic:

    Thank you, I'll take a look!

  • This is a repost because I did have a reply to the original post, but I have absolutely no idea how to implement the technique told to me.

    I'm looking to make my player jump forward using the Bullet Behavior (he goes at 1000 speed for 0.6 seconds), but basically I want him to be able to pass through certain thin walls, and not be able to pass through other thin walls.

    Obviously checking bounce on solids means he cannot get through either of the walls, but even making it so that the bullet stops, or the player stops, when colliding with one wall, he keeps going.

    I read this is because the game checks once per tick, and if a bullet is too fast it can pass through thin objects. Is there a way I can do this without making one of my walls super thick?

    This is the original solution provided but looking for something a little simpler... http://imgur.com/a/BQRXJ

  • Use C3, with its improved steps.

    Or, code you own steps in C2 :

    https://www.dropbox.com/s/odkpatpbpu3mi ... .capx?dl=0

    That bullet is going so fast that you barely see it.

    I've been looking over that project, I'm pretty new and wow that looks complicated to me, I'm trying to replicate it but I don't really understand what it's doing.

  • Hi there, I'm looking to make my player jump forward using the Bullet Behavior (he goes at 1000 speed for 0.6 seconds), but basically I want him to be able to pass through certain thin walls, and not be able to pass through other thin walls.

    Obviously checking bounce on solids means he cannot get through either of the walls, but even making it so that the bullet stops, or the player stops, when colliding with one wall, he keeps going.

    I read this is because the game checks once per tick, and if a bullet is too fast it can pass through thin objects. Is there a way I can do this without making one of my walls super thick?

    Thanks!

  • You can't check acceleration with mouse but you can with touch and that should give you the same number.

    Add touch to your layout.

    You need a global variable to use for the touch speed on the Y axis.

    I used DoubleTap for my variable.

    You can check speed with and without gravity or you can check angle of motion of touch.

    I haven't trued it but should work.

    That would work, but then I'd have to find a way to make a simulation of the touch and pin it to the movement of the mouse?

  • I'm trying to basically get it so you swing a sword from a pivot point (which is attached to the Mouse movements), but the sword can only affect enemies when it is swung at a certain speed, so that you can't move the mouse a pixel and an enemy be destroyed if it's touching the sword, you actually have to rotate the mouse enough to cause it. I've tried adding the custom movement and 8 direction behaviours to the sword to see if it can compare speed, but it doesn't seem to register the mouse movement's effects as the custom or 8 direction movement.

    What's the best way to go about this?

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  • It's in your Project Properties > Project Settings > Preview Effects > No.

    Thank you! Excellent. It's just I saw a topic on this awhile back and they hadn't implemented that sort of thing (think this was about 2013).

  • I can't see any option to turn Effects off for a layout, or a layer, in the editing view, they're permanently on.

    I thought a way around this would be to create a layer above everything with nothing on it apart from the effects, and this would apply them to all layers below it, also allowed me to turn the visibility of that layer off only, but the effects do not seem to carry through (as an adjustment layer would on After Effects) to the layers beneath it. Any solutions to this so I don't have to look at a crazy effect-filled editor window?

  • Hi guys, my game has just made it through Steam Greenlight, which is great. Unfortunately as I've found out, none of the Linux exports work. So my question is: is there any way to get working Linux versions? If this is a complicated process, I'll move this to the jobs forum and see if I can pay someone to do it. Or if there's a way that's not too difficult, I'd really appreciate it!

    Thanks everyone

  • Archimedes

    steamcommunity.com/sharedfiles/f ... =751296567

    After you purchase and install Archimedes, an old operating system appears to be running, and a strange man asks for your help as you start to discover the terrible secrets behind the game.

    You will be required to interact outside of the game, with instances ranging from steganography and cryptography to real-world geographical puzzles and use of various external applications. The deeper you go, the more frightening and personal it will become. Mature audience and seizure warning.

    [quote:148ungk2]" This is the scariest game I've played this year and while it doesn't fit the mold of a traditional horror game or make use of tropes such as jumpscares it outshines both with a satisfyingly uncomfortable atmosphere of dread that lasts right until the final moment "

    • Itch.io Review

    [quote:148ungk2]" I wasn’t really sure what to expect from Archimedes, upon first loading it up... There’s a lot more to Archimedes than the initial trailer dares to give away. "

    • Comic Con Fever Review
  • The reason that it stops after you delete the layout is because C2 could no longer find that layout and would not do anything. In fact, I see that C2 will automatically remove "Go To Layout" action, if the layout it is referring to got deleted.

    Are you going around in the game using "Go To Layout (By Name)"? If so, how do you create your string to be used in "Go To Layout (By Name)" or how do you actually go around? Something is definitely wrong in your event sheets and you probably set it somewhere in the game to go the end-game layout. Search all of your event sheets where the game go to different layouts, and check for those strings if you are indeed using "Go To Layout (By Name)".

    Thank you! I think this may have solved it, I was unaware I could Search my events, and managed to find something. I'll let you know if it stays fixed. Thanks once again

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mongoose665

Member since 12 Jun, 2015

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