Smileh's Recent Forum Activity

  • Somebody, I agree with kamizoto on the duration statement. It shouldn't be uber hard to add another extra parameter where we can input a time measure - a simple "screenshake every X seconds" parameter.

    Currently I'm using a Function for this since I kinda despise variables =P http://i.imgur.com/vIKICqQ.png

    I'm no programmer so my logic sucks, but if you add that 3rd parameter, I can get rid of the Function "object".

    I'm using your events and they won't work for me. Any idea what could be wrong?

  • Somebody I'm having troubles setting this up. Tried all different steps here and none of them is doing the shake for me.

  • Yeah I have tested that. Even then it will wait until finished flashing

  • well, if the animation's not supposed to loop and it's not supposed to stay on the last frame, what's it supposed to do when it finishes playing? and whatever the answer to that is, tell it to do that when it gets done playing the animation...

    Ive done that. It doesnt change anything

  • So. Long story short. I need unbounded scrolling for screen shake purposes. It totally messes up the layout.

    I might be stupid but there's no way to actually fill the white spaces the unbound scrolling shows because if I enlarge an area to fill those gaps, it just keeps showing white borders.

    How do you deal with this? Excuse me if this is an stupid question but I haven't figured it out.

  • Hello.

    So far I can't really understand why would you use unbounded scrolling or not. It just disables layout limit so why not just increase the layout size instead?

    Could someone with experience elaborate some pros and cons for a platformer game like Super Mario, Megaman, etc?

    Thank you

  • Hello

    I'm having an issue with my OnHit function. Basically I want the player to play an animation whenever it gets hit and flash (flash for code purposes mostly, makes it easier).

    My problem is it will play the whole animation even if its finished until the flash is done, which i have set to 1.5 second and I do not want to cut it off.

    Is there any way I can actually make the animation play and end before the flash ends? Otherwise just either loops if I have Loop on Yes or just stands in the last frame if I have set Loop to No.

    Thank you fellas and sorry for the noob queston, a beginer here.

  • To make the knockback I used the set vector x and y.

    On collision with enemy

    If player x < enemy x: set y vector -600 (or use the same value of jump strenght) and set x vector -100 (you should test the best value)

    ELSE : set y vector -600 and x vector 100.

    You also have to work with the animation to set mirrored or not..

    Tried that also, not doing the desired effect I was looking for.

  • Hey there. I'm making a Zelda-like right now and I managed to create a Knockback by using the BULLET function.

    Unfortunately I cannot upload the CAPX as there are many other things in there I worked on.

    Somthing like:

    Player On collision with [Object of Choice] >>> Set Bullet Speed to 400, Set bullet angle to [-angle of player and object]

    Player Bullet Spd > 0 >>> Set Bullet Speed to [ (player bullet speed) - 1000*dt ]

    You can just modify the dt multiplier and bullet speed to determine how much knockback you want.

    Yeah but the knockback would be kinda stiff not really natural for a platformer. Still I will try it. But..

    What do you mean by -angle of player and object, could you make an example?

    Thanks

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello.

    First of all, I've looking at almost every single thread on the forum about knockback and none of them has been useful or fixed my problem so I decided to open a new one and see if I get lucky.

    I'm trying to make my player get knockbacked whenever gets hit by an enemy, kinda like they did in Sonic back in the Mega Drive days, he will get pushed back up in the air.

    I've tried with different events and none of them seems to do the trick for me. Either I need to come up with a good acceleration and some other good values or I'm just using the wrong events. Set platform vector is not working for me. I've tried some Physics also and can't seem to make it wortk either.

    Any suggestions?

  • I dont understand how your 'idle' can play.

    If you do 'as platform is on floor and not moving' set to idle ....

    The two conditions that try to catch that, are always true, unless there is action taken. (an action like moving the player) If you dont use 'once while true', also the idle should not play (unless it is only 1 frame).

    Platform is on floor

    (subevent) Platform is moving - Set Run

    (subevent) Platform is not moving - Set Idle

    Works perfect for me.

  • Nevermind. I think I fixed it!

    Thanks anyway

Smileh's avatar

Smileh

Member since 22 Jul, 2015

None one is following Smileh yet!

Connect with Smileh

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies