Tomycase's Recent Forum Activity

  • Ah sorry I didn't focused correctly on the code part, now I see what's wrong, instead of checking if player has wall to left or right, it checks if there is no wall, the result won't be the same;

    Also no problem I don't mind giving some help ^^ I'll look in depth tomorrow when I get some time

  • Did you try the method I sent you? Also if you're confortable sending your capx I can try to mess around with the code and find a solution, I already worked on wallslides before

  • I don't know if you solved it since, but adding "Attack is not playing" condition will prevent any actions to run while the attack animation is playing

  • You need a separated mask object, a square or rectangle sprite that will act as the hitbox with the platform behavior, your character parts must be pinned or positioned to the mask's position (if pinned, position only, not angle in your case)

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  • If I get it right the problem is either the fall animation loops or it doesn't play at all depending of the code, that's what the videos show

  • I think it is because at the moment your character starts to fall, it is still in contact with the wall during one tick, just enough to make the "has a wall" condition true, and when your character is wall sliding, the "on fall" condition is already met so it can't trigger again;

    What you can do is :

    On left key released;

    Wallslide is playing;

    Has a wall to the left;

    -> Set animation to fall

    Same for the right side, try it and tell me if it works

  • The wait register the next event to play and can cause problem in your case plus as newt said you don't have as much control on it compared to a timer, now the inconsistencies in the dashs might be caused by the multiplayer itself, probably a lag or slowdown issue

  • To jobel:

    This looks like Construct 2, the fade option for audio is not available here, the solution would be to install a plugin like rex_audio_helper

  • Add a "Trigger once while true" condition to your top event, otherwise it will loop as long as your variable is equal or inferior to zero

  • No problem, tell me if you have any issue when you try it ^^

  • Hi, I made you another system that work just like you want with less events and variables :

    Instead of spawing sprites all over the layout and delete them it spaws it directly on the grey plateforms, then it triggers a function to update the sprites frame;

    I created a family with the sprite inside to check if there is a tile on left or right of the sprite by overlapping offset, then it can change the frame accordingly ~

    (Note that the "Wait 0 second" is important so the game has time to spawn the sprites before it triggers the function)

    Edit : I made a little change to the first event that allows you to change the angle of the grey plats and spawn the sprites accordingly to the angle :

  • No problem! :)

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Tomycase

Member since 3 Apr, 2016

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