Vercingetorix's Recent Forum Activity

  • Hi

    I was just wondering if there is a option to turn snap to grid off in the image editor when you toggle the grid on.I'm creating some artwork where being able to see the grid is helpful but having the pencil always snap to it isn't.

    Thanks

  • Hi

    I was just wondering if anyone knows of a good way to create the cross boomerang from Castlevania Rondo of Blood in Construct 3. It's a spinning cross that the player throws across the screen horizontally and after it has travelled a certain distance it reverses it's direction slowing down before it changes directions then speeding back up again after it has. I can get a bullet to reverse directions easy enough but I'm struggling to create the part where it slows down then speeds back up again.

    Here is a convenient picture from the Castlevania wiki that might help illustrate what I want to achieve.

    static.wikia.nocookie.net/castlevania/images/f/f2/SOTN_Cross_2.gif/revision/latest

    Any help would be appreciated

    Thanks

  • Hi

    I recently noticed in one of the projects I've been working on that my sprite with a Platform behavior on it does a small jump if it is moving down a slope and overlaps a jump thru platform at the same time. Is there any way to stop this from happening?

    I tried making a smaller project and it still happens so I don't think it's related to any of the events in my other project.

    Any help would be much appreciated.

    Thanks

    Example file:

    dropbox.com/s/g08b2qh5rz2s1n5/Slopes_JumpThru_Problem.c3p

  • Hi

    I've been playing Super Princess Peach lately and I noticed it's got a pretty nice approach to scrolling so I've been trying to replicate it in construct 2.

    As far as I can tell the way it works is this: The the camera is always centered on the player horizontally but not vertically. Instead the camera only moves up or down when Peach comes close to the top or bottom of the screen. This means there is a lot less up and down motion when jumping around a large area than if the camera was just always centered on peach.

    Anyway I've sort of replicated the scrolling but the problem is that it can can be jerky so I was wondering if anyone would be able to take a look at what I've got and offer an suggestions for how I could eliminate the problem or if your aware of a better way to do it.

    Any help would be appreciated

    thanks

    Click here for the capx

  • Hi

    I just thought I'd let you know that one way to work around this bug is by setting Default controls to "no" on your hero object and using the keyboard plugin & the simulate control action to create your own custom controls.

    You would do something like this:

    Right arrow is down > Simulate platform pressing Right.

    Left arrow is down > Simulate platform pressing Left.

    On up arrow pressed > Simulate platform pressing Jump.

  • Hi

    Does anyone know how I might go about making a character controlled by the platform behaviour appear to float on the surface of some water?

    what I'm trying to create is a setup where if the player has an item they will sink, but if not then they will just bob up and down on the surface.

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  • Bump and update

    Increasing the acceleration and deceleration seems to stop the object from slowing up to the walls but it now stops between 1 to 5 pixels from the wall every so often. Should I post this in the bug section?

  • For my own game I used an invisible box with the Platform behavior and another object pinned to it containing all my animations. if an enemy is overlapping my animation object and the attack animation is playing they receive damage while for damage dealt to the player I check if an enemy is overlapping my invisible box.

  • You can find a Capx

    here

  • Hi

    With the 8 directional movement when my object collides with a solid wall it seems to stop several pixels before colliding then ease up to the wall or sometimes it even appears to bounce off it.Is there a way to make the behavior not do this or is it a bug of some kind?

    I've been able to get better results by using the platform movement with gravity set to zero but doing that has it's own set of issues because the behavior wasn't meant to be used to create 8 directional movement.

    Any help would be appreciated

    Thanks

  • I also want this feature very badly, but for a different purpose.

  • Thank you <img src="smileys/smiley4.gif" border="0" align="middle" />

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Vercingetorix

Member since 25 Jul, 2011

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