randomly's Recent Forum Activity

  • Probably didn't find out the issue, but thought I'd contribute.

    I exchanged the TiledBackground object with a regular Sprite which seemed to reduce the inaccuracy.

    Might be a bug or an issue with the TiledBackground object.

    With TiledBackground:

    With Sprite:

    [EDIT:] Probably found the issue.

    This is what it looks like when disabling the collisions of the Player Sprite:

    Maybe you can change your program with that information or submit a bug thread?

  • Here you go:

    .capx Download

    I included two variants:

    • a lerp variant which emulates acceleration by using lerp
    • a custom movement variant which is quite complicated because of all your needs ;)

    The .capx is fully commented, I hope you understand everything and I also hope, I understood correctly what you need.

    In case you have questions, don't hesitate to ask.

  • This is a real tough thing to program and that's probably why you didn't get any responses yet.

    If you are trying to do this as a hobbyist, you would probably be better off trying to control the input by a different system.

    This requires a really good, strong and complex algorithm. It is possible, but the only useful stuff I found when googling for this was by university professors. (e.g. here)

    If this is doable at all, there are probably just a few people in this forum who can help you, most likely

    I don't want to crush your "dreams", but I think you would make life a lot easier for yourself if you considered a different approach.

  • There you go:

    https://dl.dropboxusercontent.com/s/y4d ... atsUp.capx

    This is only sending stuff, not including receiving messages.

    I did it as fast as possible, since you are apparently in a hurry.

    But adding it won't be hard.

    (if you need help though and got the time, tell me)

    [EDIT] Updated link to .capx with requested scrolling

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  • Sorry, but we have a private life too and don't spend our time waiting for someone to post a thread to answer it immediately.

    I'm working on it, just so you know.

  • You would simply add a sprite and add an event

    "Player: On collision with [Sprite] --> Player: Bullet: Set speed to 0".

    But I have a question though:

    why would you use bullet for the player movement?

    Why wouldn't you use "platform", "custom movement" or "8 direction"?

  • Actually, if you use just the grass effect in just one layout, you can use a local variable too.

    The global variable is accessible in the whole project, while the local variable is just accessible in the appropriate group.

    Also, a global variable is always static while you can set a local variable to not be static.

    ("static" means that the variable always stays to what you set it. If a local variable is not static, it will reset to its default value every tick. That might have been the reason why it didn't work for you. If you want to use a local variable, make sure to set it to static)

  • Extracted from FAQ

  • Now I see where you want to go, that image explanation helped a lot.

    I thought you were trying something different.

    Anyways, this works:

    Here is the .capx in case you need it:

    Download

  • You should be able to use

    "Is overlapping" (inverted)

    Trigger once while true.

  • Do the following:

    • add a "function" object
    • put everything underneath and including "Pick instance with UID" in a function, so under the event "On function [...]"
    • Replace "set grassanimationUID to grass.UID" by "Call function [...]" with the parameter "grass.UID" (replace [...] by the function's name)
    • Replace "GrassAnimationUID" in the "Pick" event by "Function.Param(0)"
    • add a "For each "grass"" to the "is overlapping" condition

    This should work.

    If you need more help or more explanation, either just tell me or provide a link to your .capx and I'll fix it for you.

  • Example:

    When clicked, move right 35 pixels and stop.

    I tried something like set y position Self.Y +35..

    This doesn't work..

    Concerning that example, you would have to set X to Self.X +35 to move right.

    set y to Self.Y +35 would move the sprite down.

    I don't see why this wouldn't work.

    Maybe you could attach a link to your .capx to your next post?

    Btw, if you want the sprite to move over time, you can use a variable and lerp.

    If you want to use this and need help, gimme a shout.

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randomly

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