skdf's Recent Forum Activity

  • Hey,

    Sorry for vague title ! I'm trying to make simple animations with my character and monsters, like running, jumping, etc. But it seems that the events "is on floor", "is landed" and that kind are taking in account the pixels of the frame and not the frame itself. So basically, when a sprite is running, everytime it steps are not colliding with floor, it's considered to be in air. Not to say this gives me a hard time since it's supposed to have some animations while in air.

    How can I fix this ?

  • Well, first your events were not really transposable to my layout, but I could make something out of the logic behind it. So for the basic actions (move and jump) it works, I hope it will be the same with the more complex ones (swipe and everything). Thanks a lot ! Too bad that's there's so few tutorials about touch controls

  • I understand the concept, but what's the application ? Which event do I need to do, is it with variables ?

  • Well, I know the thing with "one touch = one arbitrary ID". Is that sufficient ?

    Anyway here's a capx for example. I've tried other settings but this is the most recent one (not commented, sorry !).

    https://www.dropbox.com/s/fphdgr0if841dxm/Touch%20test.capx?dl=0

  • Need to bump the topic because I'm starting to pulling my hair out.

    I made changes because I couldn't succeed to have dual sticks, so now it's UI-less : the screen is divided in 2, swipe left or right at left side for running, tap, swipe or hold on right side for different actions. But Construct seems to weirdly handle multi-touch. If I start running and then jumping for exemple, it's working, but if I'm jumping, THEN running while keeping finger on right side, the direction is messed up.

    I tried making tons of events for handling each touch index, but they seem to override each other, so at the end there's still a move that will be wrong.

    Someone have an idea ?

  • I'm sorry but isn't this post is about physical controllers ?

    I was talking about a virtual controller

  • Hey,

    I'm trying to make two sticks touch controlled in my game : one for moving the character (only for left and right) and one for shooting 360°. They should be floating. I followed this tutorial :

    https://www.scirra.com/tutorials/398/to ... ers/page-4

    But it's awfully complex and it's for moving a character, not shooting in a straight line. Could somebody give me a more simple way ?

  • Ragevortex

    Well, it was so easy that I didn't even think of that. Guess my brain is really melted after staying that long on the same problem. Thanks a lot, I'll do thorough tests tomorrow but I think everything should be working now

  • Sorry I'm not clear, it's 5 A.M where I'm living

    Yeah the "bounce off" seems the most appropriate way ! But your solution is hardened by the setting of my layout :

    There's a spawn outside the visible layout. Every X seconds, an enemy pops and runs into the layout. So with the bounce off, I can't make enemies entering if the walls are solids.

  • Oh my god it's working. You're my savior ! I've been on this since 6 hours ago. The solution was the "for each" as a sub-event. And the fact that you've done this in one event. At one point, I think it was doing a weird loop like "When bullet=0 Set to 400, When bullet=400 Set to 0".

    Anyway, thank you very much While we're at it, any idea of how could I tell the enemy to stop moving if it's crashing into a wall ? Actually, it's sliding along it. I've tried "If position X = 50 or less, Set bullet speed to 0" but it doesn't seem very effective. Actually the enemy is bound to layout, maybe I should try to remove it and mess with the position ?

  • Heya,

    I want to make my enemy acting like this :

    Fly for 1 second in random 360 direction

    Stop for 1 second

    Repeat

    I've tried absolutely everything with the bullet behavior but the enemy stays at 400 speed, or get stucked at 0...

    Any leads ?

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  • Yup I've tried this but I think I'm doing it wrong, because it's not working well... I've set it like this (well, other ways too but mostly this one) :

    On Keyboard D is pressed, spacebar is down, platform is jumping

    ---Set "dash" enabled

    On "dash" enabled

    ---Set platform angle to (something) ? I've also tried max fall speed to 0, and some other things, but it's always weird...

    ---Set platform vector X to (something)

    ---Set dash disabled

    Am I forgetting an event or action ?

    Edit : I added a "Wait" action and it seems to be more or less working, but just horizontally. When I'm trying to dash vertically or diagonally it's doing weird stuff.

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skdf

Member since 21 Jun, 2016

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