ramones's Recent Forum Activity

  • Hi thank you for help, but it did not help. It almost seems like there is some bug. I made a small example which shows the problem. Just run it and wait few seconds. You will see what I mean. The faster speed is, then more evident is the problem. And if I give walls solid behaviour it makes it act even weirder. Thank you

    https://dl.dropbox.com/u/97534866/problem.capx

    The problem here is that event 3 and 4 trigger for each sprite3 that collides with the wall. So if 2 collide at the same time they get reversed twice and end up going the same way. At the start when they move to the right, the one on the top row hits the wall first and they all reverse. When they move to the left, both sprites on the left have the same x value so they both hit the wall at the same time and reverse twice - they carry on through the wall.

  • The platform behavior has a 'set ignoring input' action that will disable the movement controls

  • It's working fine, you just won't see it in local preview.

    Here it is uploaded to dropbox: https://dl.dropbox.com/u/8367729/construct/demo/Goblin/index.html

  • You can do those kind of things by changing the platform behaviors values. Like setting the VectorY value for a double jump, setting VectorX for knockback or sprint. Or for sprint you could temporarily increase the platform acceleration and max speed.

  • Also there's a list of them under 'System' in the expressions window.

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/expressions.png" border="0" />

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  • You'll have to disable the platform controls, lower the platform deceleration (so it doesn't stop mid air) and maybe increase the max speed temporarily while the player is flying through the air.

  • I assumed that a family variable is just a shared variable among all objects... so it would just be updating that shared variable a bunch of times until it's the last object's z variable.

    No, each object has it's own value. So you just put the z variable on the family instead of on the individual objects. Or if you give the family another var 'z2' like r0j0hound said, it will save you having to change your existing code.

  • Here's a capx: randomKickPunch.capx (r105)

  • +enemy: Is overlapping player
    +enemy: NOT Is animation "punch" playing
    +enemy: NOT Is animation "kick" playing
       -> enemy: Set animation to choose("punch", "kick")
    
    +enemy: On animation "punch" finished
    -or-
    +enemy: On animation "kick" finished
       -> enemy: Set animation to "idle"
    
  • There's a link to the FAQ thread in Kyatric's sig. Lots of good examples in there.

  • You're not loading the ArrayPow array. When you click the load button you set Layout to ArrayPow.At(1,2) and VX to ArrayPow.At(2,2) etc. but you haven't loaded the ArrayPow array from webstorage so all thoses values are 0.

  • You can use 'System:Compare two values' along with the distance expression - distance(x1, y1, x2, y2). So you'd have something like:

    +Keyboard: [b]Y[/b] is down
    +System: For each [b]Object[/b]
    +System: [i]distance(player.x, player.y, object.x, object.y)[/i] < [i]200[/i]
       -> [lift objects...]
    
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ramones

Member since 17 Apr, 2012

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