Xavier's Recent Forum Activity

  • Hard to say unless you can share the .capx.

  • You mean the physics?

  • Did you try the Fade behavior?

  • I'm not sure if I understood correctly. I've added an instance variable that checks if you have the coin or not. So if you die and don't have the coin, nothing happens to the score, and if you die and you have the coin, subtract 1 to the score.

    Tell me if this is not what you wanted and try to explain it again.

    By the way, you are using too many sprites and the system has to check a lot of collisions which is not good for performance. Instead of using a lot of small sprites, use the Tiled Background object, that way the system will only have to check very few objects.

  • Do you have a .capx started we can look at? It should be simple. Maybe this thread can help you:

  • Share the .capx if you can, otherwise we cannot help you much, not enough info to determine the problem. Make sure the events point to the correct objects.

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  • Try the x86 version of C2 with x86 java, there seems to be some problems with the latest java version:

  • Yes it reduces the size. Do you also have the x64 version of Construct 2? I think the c2 version and the java version need to be the same, either both x86 or both x64.

  • Try something like this.

  • Aha, Ok i see now. So the 'PlayerBox' is the object actually affected by collisions...etc... and the 'Player' is actually the 'VISUAL' of what happens to the PlayerBox?

    Both are affected by collisions.

    The reason it didn't work before was because the spikes have the "solid" behavior: https://www.scirra.com/manual/104/solid

    And the solid behavior was reacting to the Platform behavior from the PlayerBox object, so the collision with the player object wasn't activating properly. It would also have worked if in the editor you changed the Player position 1 pixel below the PlayerBox. That way, the player object would have collided with the spikes first, but since both objects are on the same Y position, it wasn't working properly.

  • An event is formed by conditions (left side) and actions (right side).

    I've changed it for you so you can see for yourself. Also the "is falling" condition I mentioned before wasn't working properly and I've changed that to compare Y between the objects, so it will only destroy the box when you are top of it.

  • Is this how you wanted it?

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Xavier

Member since 16 Dec, 2011

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