Smileh's Recent Forum Activity

  • It works but in my project if I do it that way I will have to do a shitload of events to make the "east" and "west" gate adding a layoutroom=X becaue I do have many rooms and can't use the previous / next layout.

    I was in the right path with the exit UID thing, the problem was I couldnt get it to work within layouts.

    Also I'm having a problem with my player being destroyed on layoutswitching. I do not have any events to destroy it outside layout. Any ideas what' causing this issue?

  • I can't really get it to work.

    I tried creating entry and exit gates, they do work within the same layout but it doesnt work when you have to switch layouts.

    Easy way would just be on Collision X with go to Layout X but then I would end with many trigger sprite and it will be a mess.

    Anyone could point me out the right path? THanks

  • Hello

    I'm trying to use a sidescrolling system with different levels, on collision with a trigger, go to layout X. Now the problem is, how do I make the player appear on each layout without having to place it forehand and to actually spawn at the "logic" location acording to which side you switched layouts

    Keep in mind I do not want to have an event sheet for each layout, that would such a disorder considering I will have a lot of rooms for each level.

    I do use one master sheet where I load other sheets into.

  • Could you provide a screenshot of the unwanted behavior and perhaps a picture of what should occur ?

    It's possible to change how the portrait sprite is positioned at creation. The event in question is event #15. (or close by, if our numbering doesn't match)

    Will try to do. Until then, I have another question. Is there a call for "on dialog "X" finished"?

    Or just a way to stop everything until the dialogue is finished

  • Thanks for the answer, specially oosyrag

    Would like to listen to more suggestions!

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  • Hi

    Im using a custom camera with lerp scrollx and scrolly to playerx and playery. It works nicely. Now my biggest issue is to achieve the camera the way I want.

    I have set my window size to 320x200. I like to keep the player at a low height, kinda like a Super Mario feel. Now the problem is if I have a big layout the camera will get right in the center of the screen. Not sure if I make myself clear.

    This is what I want:

    Keeping the character about that height on the screen. That's because the Layout size is about the same as the screen size.

    This is what I get when I increase the layout size:

    I do not like the way it looks and I can't seem to find a way to keep it always look like image #1 even if the layout is big.

    Any tips?

  • Jump str=0 should be fine, so the issue must be your event is never true. Check in debug mode if your instance variables are as expected.

    Yeah they are because I do have some other stuff happening while that event is true and of course I checked it on debug.

    Edit: Found out the issue. Since I wasn't using default controls I had to add an inverted condition on the simulate jump event.

  • Hello!

    I'm trying to disable jumping based on some instance variables but I can't get it to work.

    Basically if player IS X disable jump. In order to do that I tried to set jump str to 0 but it doesn't do anything.

    Would appreciate any help.

    Thanks!

  • Well this plinkie's working solution.

    https://www.dropbox.com/s/m4tfbymxs7ylc ... .capx?dl=0

    But then again, the solids have no use now. I suppose the player can jump on the moving parts. With this (and basically any other solution to archive this with solids) the player will fall trough them when they overlap.

    They still get stopped on collision sometimes if you notice

  • Add the invert of keyboard > Key is down (down) to the other key capturing events ?

    Could you explain a bit further? I'm really noobish, just learning slowly

  • Hi

    I'm making a smash attack on jump when pressing down, like some platformers do. I have everything set up nicely but one thing:

    I want the player X to stop whenever you press the down key, which means, when you decide to do the attack the player should stop moving at the point you press the attack.

    I believe super mario does this thing nowadays in the wii games.

  • They do, when you make them solid. Its the Sine behaviour that gives you troubles (i can imagine).

    But, alert alert, many objects on each other with the platform behavior will drop the fps to nearly zero.

    Yeah but if I make them solid then I create collisions for the player, and I kinda want them as a background.

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Smileh

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