marcoscodas's Recent Forum Activity

  • Sorry not able to help you as I am waiting for my hospital appointments

    I'm sorry to hear that! I hope everything goes well and you get better soon <3 thank you for the help anyway!

  • You do not need every tick

    What would you suggest, Lordshiva1948 ?

    I did try a few other solutions but they weren't working for me.

  • I can code/test this at the moment, mobile things are all taken.

    What about.

    Touch > Is in touch

    ____Touch > Has Nth touch ... Nr = 1 <---- INVERTED

    ____System > trigger once while true

    ____________Action simulate Jump

    ____Touch > Has Nth touch ... Nr = 1

    ____System > trigger once while true

    ___________Action > player > Set Vetor X ... to .. Self.Platform.VectorX * -1

    1 finger = jump

    more then 1 finger = switch direction

    should not lag at all

    I think, out of da head.

    Hmmm you think? There will be moments when these inputs will have to be made almost immediately.

    Also, I'm doing my checks for change of direction every tick. Maybe that's screwing up with the lag?

    Here's my code so far:

    Here's the capx: https://www.mediafire.com/file/hs6exaa5eaohw6u/leftright.capx

    If you want to sideload the APK and give it a shot on the phone without having to compile, here it is: http://www.mediafire.com/file/x38sr4kvo ... elease.apk

    99Instances2Go et al, have at it.

    Feel free to try something that works better and post back.

  • marcoscodas for that you could do it like so

    is touching button then move right else

    not touching button move left

    This is actually a pretty cool idea. I've actually compiled an Android export and have been finding that touch controls are not responsive enough as they are for the original concept. I may give this a go.

    Thank you for the idea!

    By the way, whatever idea I end up using, I'll credit whoever helped me with it in the final game. It's only fair

  • Ahhh, wel now i am up to date eh.

    Haha apologies for the confusion, and thanks very much for the help!

  • I thought I replied to this thread already!

    you can do it using Is Mirror condition:

    On button touch

    - Is mirrored: Set Not Mirrored, do other stuff

    Else: Set Mirrored, do other stuff

    And you good to go

    Thank you! I actually ended up using 99Instances2Go 's solution to great success. I'm exporting to Cordova/Cocoon right now to see if I didn't eff up code.

    Thanks for chiming in! I think it may be a simpler solution, the one you propose, but I already have this in place, haha.

  • That's awesome! Thank you 99Instances2Go!

    I think I rushed through my OP. I'm not making an infinite runner this time, but a semi-automated single screen platformer. A bit like 10 Second Ninja X, but with automated controls. Basically you can only decide the direction of running and where to jump, and you'll have to avoid obstacles.

  • : )

    On button clicked

    ____Sub .. Button > Is Boolean instance variable set ... 'Switch'

    __________action .. Button > Set Boolean ... 'Switch' to false

    __________All the other actions you need to switch direction

    ____Else

    __________action .. Button > Set Boolean ... 'Switch' to true

    __________All the other actions you need to switch direction

    Haha what a dummy I am.

    That changes direction with the code I have, but only one step. The guy doesn't move more than one step. I wonder if I'm missing something to get it to move in that direction until the button is pressed again?

    Any ideas? 99Instances2Go ? Anybody? Bueller? (sorry, couldn't resist)

  • PS: I think I'm not getting the "get it running constantly" part right after all.

  • Usually, the player does not move on the X-axis in an infinite runner. Everything else is moving.

    Give the button a instance Boolean 'Switch'

    On button clicked

    ____Sub .. Button > Is Boolean instance variable set ... 'Switch'

    __________action .. Button > Set Boolean ... 'Switch' to false

    __________All the other actions you need to switch direction

    ____Else

    __________action .. Button > Set Boolean ... 'Switch' to true

    __________All the other actions you need to switch direction

    Hey 99Instances2Go

    Thanks for helping me again! You've always been great to me. I really appreciate it. As per usual, I'm over my head. Here's what I've got, and it doesn't work at all.

  • you could do it like so

    on mouse left BUTTON click on sprite_button the player move Right

    on mouse right BUTTON click on sprite_button the player move Left

    Hi!! Thanks for the idea! Sadly, I'm going to make this a mobile title so I need a single button for a touch interface. Thanks for the idea, though!

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  • Hey guys!

    Me again! haha.

    Well, I have this idea for another game. My first game was an infinite runner, and I like the idea of simple controls. However, the infinite runner was a bit too simple, so I want to make a single-screen platformer.

    However, I want the running to be automatic. All I want the player to be able to do is jump and (crucially) change the direction in which the player sprite is running (left or right).

    I can start the layout with the player sprite running left, and have a button that switches that to right, no problem. However, I need to use the same button to make it go left again.

    Basically, I need a button that alternates between running directions (left and right). I think I need something like "if sprite is running left, then go right. if sprite is running right, go left" or some such thing but I can't seem to figure out how to do it.

    Any ideas, guys? No capx as this is very barebones and that's about as far as I got. If I can't get the thing to run so no point, right? It should be just a single event, though, if I'm right?

    Let me know, please!

    And thank you for your support through my game creating journey <3

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marcoscodas

Member since 4 May, 2017

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