Smileh's Recent Forum Activity

  • When using physics, yes. I am aware of that.

    Why i used triggers and movements that i have 100% under control in my first example. But you can not apply it to your project. Yet, that (or another simular way, controlling every pixel in strict rules) is exactly what you need. As far as i can have any idea of what you are making.

    To be honest a platform behaviour would be enough, just with the gravity added, but then the boxes wouldnt sit on top of eachother.

  • I would use traffic rules. Say the fallling one always has right of way. Then the zigzag one needs to change direction when overlapping the other one at an offset (6 pixels ?).

    Yeah I can't do that. Both need to follow their path.

  • Drop a reduced capX illustrating the problem

    I guess is not just in my capx. In your example if you place the boxes a little bit messy, whenever they fall they start moving

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  • If you use your method but have a slightly larger non-solid sprite around the enemy object that you use for collision detection do they still drag?

    I dont understand what do you mean

  • Hey Magistross is there a way to just adjust the spacing of the portrait and not the text? I mean:

    DIALOGUE_MARGIN sets the spacing withing the tiledbackground used for the "textbox" but it also moves the portraits. I want to adjust the text whenever I dont use a portrait so it doesnt look too much in the middle, but if I do so then when a portrait comes is almost on the edge, do you understand what I mean?

    Thank you

  • sprite.count expression should help you; if sprite.count=0 then create sprite else destroy sprite and create a new one

    Thanks! Always good to learn new stuff

  • So I want to have kinda like a summoned weapon and you can only have once at a time. How can I force C2 to just spawn another object if it currently doesnt exist, on in an extreme case, delete the old one in order to summon a new one.

    Thank you

  • Do the enemies have to be solid?

    Yes they do, because I use the solid behaviour to make the triggers, the mechanics and the "feeling". I tried without solids and I can't achieve the same effect.

  • Hi. I've been trying to fix an issue with two enemies for a while and I couldn't came up with a decent solution.

    I have two solid brick enemies, one with goes up and falls down to the floor with platform behaviour gravity. I use move to to get it up again. On collision with solid stop move to and activate platform for the falling. On land activate move to.

    The one one uses ZigZag behaviour and it goes left to right (or right to left). On collision with the tilemap turns direction.

    I need to use solid on both enemies in order for these AI events to work. Now when both collide eachther they start draggin eachother around the layout. I tried stuff like on collision with eachother, overlapping eachother, etc disable collisions, but there's always a tiny dragging.

    How would you fix this ?

  • What doesn't suit you in my example?

    I can't trigger those events. My "ground" is a whole level tilemap that includes also walls.

  • Can always use good old friend Physics.

    https://www.dropbox.com/s/ly193gzq64jyr ... .capx?dl=0

    Tried that and looks ok for my project but since I have a Sine behaviour whenver I hit the box, they start moving around :p

  • Tried to keep that 'falling feeling'.

    https://www.dropbox.com/s/nangbmrm9inii ... .capx?dl=0

    That works perfect for some other stuff, I feel like I can't really apply it to my project. Maybe what I need can't be done in an easy way.

    Thanks for the kind help tho!

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Smileh

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