Lou Bagel's Recent Forum Activity

  • Have you learned how to track touch ID?

  • If you are trying to reduce load time just for testing you could isolate what you are testing in a separate layout

  • What is the best way to store all these speeds as variables? So I can say set jump strength to standard/sprint/water/etc. instead of having to change in multiple places when tweaking. Can a dictionary take care of that? Or will I have to resort to instance variables for each?

  • Almost there on the swimming. Need to add something to not allow skipping across the top of the water though:

  • Sprite.CustomMovement.MovingAngle

  • If moving in a straight line to destination then that would be the angle of movement. I haven't looked but would be surprised if there wasn't a property for angle of movement, making it simpler.

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  • You can manipulate the X and Y movement vectors of the platform behavior directly

    I must have not noticed these actions—thanks!

    Getting him in the water is easy...gotta get him out of the water now

  • I also have noticed this with path finding movement and decided to use other behaviors (may not be possible in all situations)

    I had a player move towards enemy on path finding movement and had an event for on collision to attack (since enemy was still moving I didn't want to wait for arrival and have them walk past each other). Sometimes it would "arrive" at the enemies origin but wouldn't be close enough to cause collision.

    Also had zombies that were supposed to take a few steps at a time so it was path finding a small distance. Randomly it wouldn't move at all when it was supposed to. I could never trouble shoot it. I guess now I know it was "close enough" so didn't move at all.

    I know this post doesn't help you but I am interested in any resolution as right now path finding movement is my last choice, unless there is an actual maze.

  • Maybe try setting speed to 0 then change direction and add speed back.

    For your PS is there a reason why you can't set Angle to Angle(currentPosition.X, currentPositionY, targetPosition.x, targetPosition.y) ?

  • If I recall correctly, the P-Meter in SMB3 made you accelerate faster as well as make you run faster...

    I initially thought the same thing but as I was posting I reasoned it was probably that you subconsciously thought you were speeding up just because the P meter was filling up. I think there were actually only three speeds: 1) no sprint 2) sprint 3) full P meter.

    But not sure because I haven't played in forever—need to change that!

    Those specific details are really irrelevant to what I'm doing though as I don't care to clone exactly but learn from it. But I still find it interesting to dissect it. Even those subtle changes of speed helped make the game great (IMO) but are often overlooked. I can still remember specific spots on levels where it was difficult to get that running start that you needed.

  • Also thanks, now the water level music is in my head.

    Lol Mario music has been stuck in my head for a while. Can't wait for the NES mini to come out.

    Will try it out this weekend or early next week and post. Thanks

  • Just change the fall speed for tanooki.

    Overlapping for water, set the jump speed low, fall speed low, and add a on keyboard simulate jump for unlimited double jumps.

    Edit:

    Simulate won't work, use set vector x, and y according to mirrored, unmirrored.

    Was going to say 'ah, if you can have unlimited double jump then it should be much easier' but just saw your edit pop up. So no unlimited double jump?

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Lou Bagel

Member since 7 Sep, 2015

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