Asmodean's Recent Forum Activity

  • Exactly like this. That is strange that it doesn't work. I tested only a few times and it seems to work. Can you share the new c3p file?

  • My guess it's the collision polygon. Only one point facing down to the red blocks at the moment, if you make a 'bounding box' it works. Don't know if this is a feature or a bug.

    If you don't need this exact collision polygon you could try a 'bounding box' collision polygon.

    And by the way the origin image point is not in the middle of your sprites, it's seems that it doesn't matter at the moment but that could cause problems.

  • totoe Here is an plugin update to BeepBox 3.0:

    drive.google.com/file/d/1FqACIVI4vWngBTZE4J7y8V0GGMOUEZdV/view

    The altering of filters on the fly is not so easy. The filters are bound to the channels (instruments) and there is no documentation how that is done. I will have a look at it, but in the moment you can only change reverb and volume like before.

  • totoe I take a look, but it will take some time. I'm a little busy at the moment.

  • No, offset(0,1) is 1 pixel in Y-direction.

  • I wouldn't mix platform- and physic-behavior. That can cause bad side effects.

    The physic-behavior has 'VelocityY' what you can use.

    + Player: Is overlapping Ground at offset (0, 20)

    + System: Trigger once

    -> System: Set impactSpeed to Player.Physics.VelocityY

    It's not so elegant, but it works. The problem is the elasticity of your falling object. It jumps several times when it hits the ground.

    You have to tweak the offset of the overlapping. It depends on the elasticity and the size of the falling object.

  • If you use the platform behavior you can use 'vector y' (pixels per second).

    + Player: Platform is falling

    + System: impactSpeed < Player.Platform.VectorY

    -> System: Set impactSpeed to Player.Platform.VectorY

    you have to set the variable impactSpeed to 0 by the beginning of every falling:

    + Player: Platform On fall

    -> System: Set impactSpeed to 0

  • Its not a tilemap object its just a sprite object with name "sp_tile".

    Oh, sorry I misunderstand that.

    This won't work. You use an 'and'-block. So there are opposite conditions in this block and the block will always be false. That should be an or-block, but 'Pick instance' is only for one instance, so it will only pick one instance (the last one) and pickCount would be 1.

    You have to split that up in 4 events and count the instances separately.

  • I don't think it works that way. 'Pick by evaluate' is for instances and a tile is not an instance from a tilemap.

    I think you have to loop through the tilemap tile for tile and look if the surrounded tiles are the ones you want.

    I made a little example:

    drive.google.com/file/d/1trh6LVRnulewZ2v7LrfXQSfkhk39NMkv/view

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  • Use else in the second condition F=2.

  • Ashley does that have any effect on the preview in C2?

  • You have to assign the 'Screens' event sheet to your 'Start' Layout.

    Click in Projects on your Start-Layout and then in the 'Layout properties' assign the Screens event sheet to the layout.

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Asmodean

Member since 31 Jul, 2015

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