dop2000's Recent Forum Activity

  • dropbox.com/s/ega2tqe6jhw9nwq/ScrollSwitch.c3p

    Not sure if this is what you wanted.. Here is a different method:

    dropbox.com/s/42fj8tpinwbmwn8/ScrollSwitch2.c3p

  • alextro It looks like lerp, but this is actually lagging :)

    Discussed and explained in-depth in this post:

    construct.net/en/forum/construct-3/general-discussion-7/pinning-issues-147318

  • On key pressed 
    	scrollDirection="vertical" -> Set scrollDirection to "horizontal"
    	else -> Set scrollDirection to "vertical"
    
    
    On every tick
    	scrollDirection="vertical" -> Scroll to Y : player.Y
    	else -> Scroll to X : player.x
    
  • In event 43 you pick wheels where wheel.u_id=Car.AnimationFrame

    Is this really how you link wheels with cars? Shouldn't there be Car.UID?

    Also, you don't need event 42 (For each wheel), remove it. And you can pick using PinnedUID expression:

    Pick Wheel where Wheel.Pin.PinnedUID=Car.UID
    
  • You can control this by setting Vector Y, something like this:

    Keyboard Right key is down
    Keyboard Up key is down
    	Character set Vector Y to -(self.8direction.vectorX*0.7)
    

    So the vertical speed will be 70% of the horizontal speed.

  • Local variable total=0
    For each Sprite : Add Sprite.Number to total
    
    Text Set text to total
    
  • BanksySan That's why I added "maybe" :)

    Also, I don't think there is an easy way to exactly match the launch and return speed, it requires a lot of experimenting with different physics settings.

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  • To launch the boomerang, apply an impulse. Then, maybe after a short delay, start applying force in the opposite direction, on every tick.

  • Why do you need Physics here? You should avoid using Physics with Platform, Solid and other behaviors, it can cause all kinds of problems. This is clearly a platformer game, you should remove Physics. If you only need it to "freeze" dead enemies, you can simply disable Platform behavior.

    Also, you have some logic problems in the code, I didn't check everything, but events like "Enemy Health<=0, Trigger once" are wrong. Trigger once doesn't work per instance. If one instance has Health<=0, then this event will not be executed for other killed enemy instances.

    Since you are disabling collisions, you can change this event like this:

    Enemy Health<=0
    Enemy collisions enabled
    .......Enemy disable collisions
    .......Enemy disable Platform
    .......Enemy Set animation to "Death"
    ........
    

    Same with Player sprites.

    Besides, there is a mess with collision polygons in your animations. They all are different sizes and shapes. As a result, when animations are playing, collision and overlapping checks will not work correctly, on one frame player may overlap an enemy/obstacle, on another frame not.. It's recommended to use an invisible sprite with Platform behavior, with a single frame and rectangular collision polygon. And then you pin your animated player/enemy object to that sprite (like skins).

  • The best solution would be changing all graphics, to make sure that all images are at 0 degrees (facing right). You can easily do this in Construct, no need to re-import all sprites. In Animation Editor click "Mirror horizontally" icon while holding Shift key, this will mirror all frames in current animation.

  • Do you have any non-physics collision/overlapping checks in your code? Something like "Ball On collision -> set velocity..."?

    Or any other behaviors not compatible with Physics (8-direction, pin, bullet etc.)?

  • Can you post a small project demonstrating the issue, maybe there is some simple thing you've overlooked?

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dop2000

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