Tomycase's Recent Forum Activity

  • Hey there, for the jump sustain, I recommend to program it yourself by changing vector Y to 0 when jump button is released, it's way easier to modulate your jump that way;

    I'll try to check your project when I have some time to see how to solve the ring problem

  • Hey there, if your texture for the grass isn't animated, place them as a tilemap, it's possible to load a new texture in a tilemap from the project files; is that possible for you to share how your stage look with those grass? That could help ~

  • Hi, did you check the origin points of each animation? Are they well placed on or close to the frames?

  • That indeed depends of the wanted result with the barrel behavior overall : must it be stopped when touching the floor? Will it go through? Will its position be reset after that?

    Providing as much details as possible is the best way for people to help you on your game, the more details we have, the better we can look for a solution for you ~

    Tho from what I understand so far, the barrel must hit the floor, in that case Plateform is the best behavior, however if you change your mind, Custom Movement would be perfect for that, as it allows you to move an object horizontally and verticaly, then handle any collisions through "code"

  • Hey there, I would recommend to switch to Plateform behavior for the barrel, it will be easier to handle, Physics has its own collision system and doesn't mix well with the other behaviors, just be sure to disable default control in Plateform settings for the barrel, otherwise pressing left/right will make it move

  • Hello, you could move it on the same layer that the plateform and hide it behind the tiles

  • Place invisible objects at the edges of the plateform, when enemy collide with these objects, invert the enemy direction

  • Hello, I have a question, I'm trying to create a moving trail similar to the one from the game Gunvolt :

    The texture goes from the player to the tagged obj/enemy and is deformed to simulate an electric arc;

    I heard there is a way to make this with paster, however I'm not sure of how to proceed, if anyone have an idea, I would be grateful, thanks ~

  • That means that if you want to pick a different specific object if the first condition didn't met, you need to make a Else + new pick condition block to do so, from what I understand

  • I guess that in that case Else works as "if no matching instance picked", I could be wrong but that's the most logical outcome for me

  • That looks like a bug to me, if a Else block can be connected it connects automatically, and it should here

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  • There is also the solution of empty dictionary/array, only downside is that you can't give them behaviors

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Tomycase

Member since 3 Apr, 2016

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