oosyrag's Recent Forum Activity

  • I have no idea why the fullscreen isn't working then, sorry... maybe someone else can chime in.

  • I have no ideas based on that, it should work fine. Maybe there is something else, won't know without testing your project.

  • You can activate and disable event groups. Put the events that are responsible for firing in a group, and have it disabled by default. When the player presses start, enable that group.

    https://www.scirra.com/manual/80/groups

  • Basically I want to make sure your gamepad is actually connected and buttons are registering.

    In debug mode, on the bottom left look for the game pad object. Click it and you'll see a field that says "Last button" on the right. Now when you press buttons on your game pad, that should change. If it doesn't, that means your game pad is not sending any signals to the program, which would explain why on button pressed does not work.

    If it does change, then I'll have to think of another reason

    Edit: I meant trigger as in shoulder buttons on some game pads.

  • Instead of scroll to player.x, player.y, only scroll to player.x, and have y constant.

    Or add a condition to check that when player is jumping, then the scroll only scrolls to the x.

    There are a lot of little nuances people don't realize with platformer camera behavior! You'll need to add the exceptions and logic yourself for each situation.

  • How is your camera "moving"? Is it with the scroll to action, or are you moving the objects in your project around?

    Are you sure your HUD objects and backgrounds are on the correct layer with parallax 0? You can check in the debugger

  • That's a good plan.

    You can use an array to store your "waypoints" by using the push back action - this will add new values to the back of the array.

    Those waypoints will be in order in the array, so your object can get its move to locations from the array one waypoint at a time in order.

    https://www.scirra.com/manual/108/array

    Edit: In case you aren't familiar with arrays, you can just think of them as spreadsheets with cells you can write and get data from. Each cell is like a variable.

  • Can you confirm in debug mode that your gamepad is connected and registering inputs?

    Are you using triggers as buttons? Sometimes those are treated as analog axes rather than buttons.

  • https://www.scirra.com/manual/85/layers

    Set layer parrallax to 0 for your static layers.

  • What does your event sheet look like for the ASDW triggers? Screenshot or capx would help.

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  • In this case I would make an exception for the flat platforms - don't make them solid with a behavior, but manually add an event so when the player collides with them the player is stopped. Everything else will go through.

  • That might be better, as collisions are able to occur off screen.

    On the other hand, it would make sense to me that in your case only the player object needs to check for collisions anyway, so it wouldn't matter how many bullets you have on or off screen. I'm not sure about this though.

    The best way is just to try it yourself and see if it makes a noticeable difference in your frame rate. If it doesn't, don't bother worrying about it!

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oosyrag

Member since 20 Feb, 2013

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