DolyGamesCosmos's Recent Forum Activity

  • Hi,

    Firstly, I don't understand what you mean that the option is not there. Here is a screenshot proof of me adding it in your file:

    http://prntscr.com/ft0tq8

    Secondly, it is the first time you are mentioning that you are trying to do a dash move/attack. In this case I can suggest you a solution of using SIMULATE CONTROL together with increased speed for the duration of the dash (e.g. 0.25 seconds).

    I am not expert enough to explain or understand the "jumping effect" but the solutions I proposed to you will do what you want without having to deal with or spend more time on trying to figure out this "jumping effect".

    Good luck!

  • Hi,

    Ok, sorry, so I checked and played around with your Capx and this is my feedback:

    1) Your Sprite has Platform behavior and when using Arrow keys it behaves correctly (no jumping).

    2) If using the D key as per your event the "jumping effect" occurs. I checked all collision lines and tried variations with other solid objects and in all cases the "jumping effect" happened.

    My conclusion / advice to you:

    I believe this effect happens because you are using the Move Forward action which "teleports" your Sprite 4 pixels into the solid object but since it cannot be inside a solid object there seems to be a push back effect which we see visually as "jumping effect".

    To move your sprite you should not use such "teleportation" of X pixels, but you should simply say, if you do not wish to use Arrow Keys, on D key down SIMULATE CONTROL (under Platform) and choose Left if you want it to go left or right if you want it to go right, etc.

    Good luck

  • Hi,

    1) Based on your description, you have a lot of errors in your design.

    In order for anyone to give correction feedback you would need to share your design or at least more details related to movement.

    2) In your movement description there is absolutely nothing about climbing as you can see. If you would open a brand new project and put only that event then it will do as described.

  • Hi,

    Maybe your text box is left aligned? If your text box is centered then it should appear always correctly if there is 1 digit or 2 digits.

    Another possible solution you could use, since I don't know the specifics of your project, is to clone your sprite and have one sprite for digits 1 to 9 and a cloned sprite for digits 10 to 99.

    And yet another possible solution is to, instead of spawning the text on the sprite, is to spawn the sprite behind the text which is correctly positioned.

    Good luck

  • Hi,

    All the time these kind of things happened to me was to do with bad collision lines, so there are 3 things you can do:

    1) Double check your collision lines to make sure you have PERFECT boxes or circles.

    2) If you are using 5 invisible rectangles for the box collision change it to 2 rectangles: 1 big one and one middle line.

    3) If nothing works consider setting a limit on the speed of the rotation of the box to avoid this problem.

    Good luck

  • Just trying to say simply that things never just appear by themselves. Somewhere it is written that it must appear at 0,0

    I think it is not possible to continue further without seeing more details, so as 99Instances2Go suggested people will have to see your project to advise further.

  • Hi,

    I usually create my own progress bars simply with any rectangle and regulating width or height, so i never had that problem. Maybe someone else can comment for that.

    But if you want to hide it, you can always put another sprite on top of it i guess or simply move it to X = -200 or something (out of the screen) and then move it back into the screen when you need.

    Cheers,

    COSMOS

  • Hi,

    I do not fully understand but you can create your HUD in a separate layout with layer HUD (make sure no other layer has this name) and make that layer a GLOBAL layer. This way it will be included in all layouts and so you don't need to create it in every layout.

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  • Hi,

    With such a simple game there should not be the problems which you describe. This means there is a flaw in your design which forces the game to use a lot more resources than it should.

    Look for especially object creation and destruction.

    RE: Creation

    Often if you have not specified TRIGGER ONLY ONCE there are a million objects created in seconds (even if you don't visually see it).

    RE: Destruction

    Make sure you destroy every objects when its time has come. Either via FADE behavior or via EVENTS Destroy Object. If you don't destroy then you will start having unlimited objects flying all over the place.

    Lastly,

    Play your game using the DEBUG PLAY button and not the PLAY button and watch very carefully at the bottom the number of objects and other things that eat memory.

    Good luck

  • Hi,

    You can help yourself by making correct object names such as:

    Bullet_red

    Bullet_blue

    Bullet_yellow

    Enemy_1

    Enemy_2

    Enemy_3

    etc

    That way you can find your objects much easier.

    Good luck.

  • I believe almost anything is possible. Naturally different tools work differently and some are more advanced than others (but also more complex).

    So if you know from testing that all your floor is totally OK and only a specific area creates a problem due to some weird collision issues - well then i'd suggest you simply modify that area a little bit or place a couple of invisible sprites such as little squares or circles in the trouble areas for a simple/quick solution.

  • thank you DolyGamesCosmos

    You're welcome

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DolyGamesCosmos

Member since 8 Apr, 2017

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