Justin64's Recent Forum Activity

  • I have this issue, I've created a a charge shot event, but it seems to be having issues when the game is paused/unpaused.

    While the player holds down a button while the timescale is 1, add 1 one to charge_shot. When charge_shot is 3, and the player releases the button, spawnCharge. It works normal during regular gameplay, however if the player pauses and the game, (it sets the timescale to 0), releases the charge button, and then unpauses, the player still charging till the player presses the button again. Not sure if there's a nice solution or alliterate way of making a charge shot mechanic that won't be affected by the pause screen. Any help would be appreciated.

  • I'm trying to play my exported HTML5 game offline using Chromium. When I load the page, it just stays on a blank black screen. I want to know if it's possible to play my game offline on a pi 3.

  • Hey I'm trying to play Construct 2 games on a Raspberry Pi using the Chromium browser. However, it doesn't load. Is there a way to get it running?

  • I've been trying to test my game using this controller, NES30pro, however for some reason, none of my games can read any input coming from the D-pad from this controller. It can read the other buttons just fine, but not the dpad. Is there a solution or workaround for this?

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  • I'm trying to make a level select where when the player presses a button, it will increment the level number once, but if the player holds the button, it will continuously increment the level number till they stop holding the button. It sounds simple, but I can't seem to figure out an elegant solution to do so.

  • I tried to make them solids, but the collisions started to act wonky.

  • Sorry for making 2 threads, just have another issue. I'm making a game where the player creates a copy of themselves from an item. It basically spawn another instance of the player's sprite. I just want to know a way to prevent the player's box from overlapping another instance of itself.

    I had it setup something like this:

    If Player.X < Player.X, then Set Player Platform vector X to -100. Obviously this isn't the correct solution, but still trying to figure this out.

  • Hey, I just would like to know how would I create a platform that would rise/lower to a specific spot and then stop. I tried using custom movement but it's not working exactly how I would like to. Does anybody have any suggestions?

  • I think (assuming that the player is not solid), that you should think the other way. Dont push, always pull. Make the block pull the player (what looks as the player pushing, make the player pull the block (what looks as the player pulling). In my head this makes sense, but guess i got to try it myself first.

    If the player now collides, with the intention to push, it is the block that moves first (actual pulling), and player (not holded up by a collission) just keep its distance.

    If the player now collides, with the intention to pull, it is the player that moves first, and the block is just following.

    Thanks! I get it!

  • Awesome! This is practically what I needed! Thanks! Just a question, how would I apply this to a 2D platformer? The enemies on top are physically above (or have a greater Y coordinate, IIRC) than another instance of itself.

  • I have two questions, but here's my first one.

    I want to know how do I get an instance of a sprite, let's say 2 of the same enemy sprites in which if they are stacked on top of each other, player can't hurt the bottom one? The way I have it set up, it doesn't seem to be working.

    I have it set up as this: (Forgive the pseudo code, couldn't get a screenshot)

    If {

    (EnemySpriteA on collision with EnemySpriteA) && (EnemySpriteA Y < EnemySpriteA.Y)

    Set EnemySpriteA Instance Boolean "Invincible" True

    }

    My second question is that I want to make a power up where when the player touches it, they get a clone of the character. I made quick example of it, it spawns another instance of player sprite. However the player has no control of it till it touches a solid object. Is there a way to have it where the player spawns the clone player to have control of it the moment it spawns, as well have the same momentum as the player as well?

  • Thanks! However I still prefer the platform styled pull/push since my game is a platform game. Would anybody know the potential cause of the block's "fidgeting"?

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Justin64

Member since 2 Mar, 2016

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