superpowerjoe's Recent Forum Activity

  • ok, seriously, can someone please

    <img src="http://dl.dropbox.com/u/45834687/funny-3aa982af7b0b1d181cc2c75e1306ecea_h%5B1%5D.jpg" border="0" />

    how come

    + Sprite: [negated] Sprite: overlaps obj : offset (0,0)

    -> Sprite: Set X to Sprite.x - (120 * TimeDelta)

    + Sprite: [negated] Sprite: overlaps obj : offset (0,0)

    -> Sprite: Set X to Sprite.x + (120 * TimeDelta)

    + Sprite: [negated] Sprite: overlaps obj : offset (0,0)

    -> Sprite: Set Y to Sprite.y - (120 * TimeDelta)

    + Sprite: [negated] Sprite: overlaps obj : offset (0,0)

    -> Sprite: Set Y to Sprite.y + (120 * TimeDelta)

    does NOT work as intended?

  • ok, seriously, someone help me, couse i'm either missing something or construct is doing something wrong XD

    no matter what i try, i always get like one offset to the left, and one to the bottom,

    like it would look like this

       0

    1     0

       1

    i'm going nuts here

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  • Thanks Tulamide, i did try that, but the same happened nevertheless.

    I tried adding +1/-1 offsets to see if it fixed it, but it went from about 2px overlap without the offset, to it stopping 1px before collision with the offset,

    the only one i got to work fine was this one:

    + System: Sprite2.Left Lower or equal Sprite.Right +1

    but without the offset, it sometimes overlaps, and sometimes works pefect.

    i'm leaning towards the thought that i'm missing some delta time element,

    i've included dt in movement which basically goes like this:

    if key down > set x = self.x + 120 + timedelta

    how could i include delta in the coll detect?

    i've tried every ticks, but didnt change anything

  • here it is, pretty much what i posted earlier. dropbox

    anyways, i want to be able to do it via events.

    i'm thinking that the problem might be that i'm checking for collision, instead of non-collision

  • Thanks! It worked. And you're right, changing the password from within my account does indeed break it again.

    Perhaps it would be helpful for others to sticky this issue.

  • So i'm using an event with a loop to carry out the jump, and it's working out fine, if the key is released the "player" drops to the ground, and all.

    but the part i cannot get right, is making a loop or whatever event for a jump sustain max in order to kill it. i've tried with timer, with count, and with start and max variables.

    obviously i'm doing something wrong and at a loss here.

    basically my stripped down jump loop looks like this (without the particular collision, jump state and gravity checks.):

    + on Key down

         + For "Jump" 0 to 64

              -> set Y to .Y - (256 * (TimeDelta / 64))

    64 is something like my accuracy number

    so what would be the loop to kill the jump, if say i only one the jump to last half a second and then have the player fall?

    my reasoning was to have something more or less like this:

    + on Key down

         -> set global('Jump_timer') = Timer + 500

         + For "Jump" 0 to 64

              + if global('Jump_enable') = 1

              + if global('Jump_timer') =/< Timer

                  ?-> set global('Jump_enable') = 0

              + if global('Jump_enable') = 1

              + if global('Jump_timer') =/> Timer

                  ?-> set Y to .Y - (256 * (TimeDelta / 64))

    but i couldnt get it working,

    help anyone?

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

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  • Did you find the solution here or figured it yourself? It'd be nice to know how it works out. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • hey, i'm kinda interested. at least just being curious, but i'm not able to pm you. =(

  • i think this thread is kinda old, so i dont know if i should bump it. but i'm just gonna ask anyways i guess. can i?

  • Place files in the Public folder and just press right mouse on file and select 'Copy Public link' (I may be paraphrasing slightly as I can't remember the exact wording off the top of my head).

    THANKS!

    it seems i got it working, this should be it!

    drop box link

  • superpowerjoe

    The dropbox download error is because you provided the private url instead of the public one.

    Thanks for the tip! I thought it'd be something like that, but dont know how to get the public url though, :S

    I am quite interested in what it is in particular that you are trying to achieve that the platform behaviour would impede.

    I know it sounds pretentious, but i cant really put it into concise words.

    But for example i've seen that sustained jump and double [or multiple] jumps are a bit of an issue. And also i'd like to have varying jump and gravity speeds, as well as a non arched jump. Sorry if i'm not clear enough, but that's how i manage to describe some of it.

    I do however think the platform behaviour is a great implementation. And an ideal tool for someone to just put something together without having to break open their skulls.

    But i'm sorta the stubborn person that likes to invent the wheel and know the internal workings of it, while being able to say that it was crafted to some extent by me with my personal flavour. Dont get me wrong i'm not saying that the platform behaviour doesnt work or any of the sort. <img src="smileys/smiley17.gif" border="0" align="middle" />

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superpowerjoe

Member since 16 Oct, 2011

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