wirelesstkd's Recent Forum Activity

    It's not a question of cost, I could easily afford it, but it's the entire subscription model I'm objecting to. Like others here have already stated, I do not use it continuously. I tinker with it from time to time for my own amusement, then put it away for a while. In fact, after months of inactivity, I pulled it out to do a quick game to demonstrate some additional functionality we could add to our company's website. A subscription only benefits those who use it daily, or are trying to make money from games, and not everybody lives in that world. I for one will most certainly not be subscribing, which is a shame because I really like the engine/editor. But I guess I'll have to keep my fingers crossed that Clickteam's Fusion 3 will be as fun and easy to use.

    This is pretty much where I am on it, too. Again, I really think something like a $10 or $12 per month subscription fixes this issue. I'll pay $12 for one month (more than the $8 it costs if you pre-pay for a year) to play around, knowing I'll probably not touch it again for a few more months. But I just don't think I'll ever be able to justify paying $100 for a year, when (like you) I just won't be using it enough.

  • Yeah, that makes sense, lol.

    Thanks for the tip on groups - I got a warning when I loaded it up today that some feature are disabled because it's not the paid version, but wasn't sure what it was talking about. I must have hit that limit already :-/

    I really wish Construct was a little more lenient with their trial version. Why not allow you to build more, but restrict exporting your game unless you pay? That would seem to make more sense to me, but I guess that's for another topic.

    Thanks again for your help!

  • Okay, so I got it - thank you oosyrag. I set a global boolean called collision, then said:

    On collision with enemy, set Target to Player.X-200 AND set Collision to True

    Then...

    If Collision is True, set Player X to lerp(Player.X, Target, 0.5) AND Wait .25 seconds, then set Collision to False

    So I see what you mean about that not being optimal. If you think there's a better way, please let me know

    But I THINK I finally understand lerp, which is a huge win for me.

  • I was originally using the vector x behavior, but the problem I ran in to was that it would only move a small way back. I thought this was because the vector x is capped at the movement speed. When I tried to increase the movement speed, obviously the character moved too quickly.

    I think I read elsewhere on the forum that it would be advisable to use lerp to get around this. Do you think there's a better way?

  • Okay, here's a capx I made testing this out:

    https://drive.google.com/open?id=0B4Hga ... zJIVklTZlk

    Would mind taking a look and letting me know what I did wrong?

  • Hi everyone, I'm really stuck on this again. I've decided that I do actually want the lerp type of movement, but I can't get it to work. Basically, when the player collides with an object I want the object to push the player back. So I'm trying to say that the player should move Player.X-200.

    I would think that I should just do...

    Player > set x > lerp(player.x, player.x-200, 0.5)

    ...with the understand that I can play around with the 0.5 to make it faster or slow, depending on how it looks (I understand that I'll eventually want to use delta time to make it frame rate independent, but I just want to understand the basics before I dive in to that).

    However, when I do this the character teleports to player.x-200 instead of moving slowly.

    Can anyone explain what I'm doing wrong here?

    Thanks in advance for your patience

    Matt

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  • Thank you! Got it working I appreciate your help on this, simple as it was!

  • Thank you very much for your response! So, in this case, I need to run the event "Player Is Dead" only once, right? I can't seem to figure out how to do that. Do I set it "every tick" and then invert it?

  • Yes, here it is (it's made in Construct 3. I'm not sure if it's backward compatible if you're using C2): http://mattsfiles.weebly.com/uploads/5/ ... roblem.c3p

    This is under the groups and sub groups: Things That Hurt > Enemies > Worm_Green > Worm_Green vs Player

  • You're right, I did change the Space is down vs Space is pressed thing after posting the video - so that should fix the consistency of it

    Why is he floating away, though? I didn't mean to set it for every tick. Keep in mind that I'm super new to this, so it's probably the dumbest question in the world. But I don't see it set to "every tick."

    Thanks for your help!

  • So, it should be 40 because that's half the height of the player? But shouldn't it be 64, because that's half of the player's height plus half of the enemy's height?

  • It's very hard to help from videos or screenshots. Sharing your project is the best way to have this investigated.

    Sure, thanks! Here's the file. http://mattsfiles.weebly.com/uploads/5/ ... roblem.c3p

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wirelesstkd

Member since 20 Apr, 2017

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