JMTook's Recent Forum Activity

  • Yes, that's the problem. I can't figure out how to make them appear on screen again. I tried with spawn another object, but didn't work..

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  • Hello. No, no, I mean, that they get destroyed, so they are not in the layout, and they spawn just before they get on screen. Is it possible?

  • Hello everyone. So I'm doing some performance fixes, and would like to make objects dissapear when not in the view, but appear when on screen. I cannot find any solutions, so if anyone could help? Tnx!

  • When picked up, I just added more numbers on the value of global speed. Tnx for your answers and help!

  • Hello. It's a platformer. I just can't figure out how to implement it!

  • Hello everyone. I was looking around for this but didn't find the answer I need, so if there is already a solution somewhere, please let me know and I'll delete the post.

    So, what I want to know is how can I increase player's speed every time he picks up an object?

    So when he picks it up, his speed increases and stay that way, and every time he picks it up, his speed increases more and more.

    Anyone knows?

    Thank you.

  • It works. Tnx for your quick help!

  • I made this:

    Enemy - On Destroyed

    Enemy - Spawn Another Object

    Then I get to choose the object, and set layer and image point.

    When I just choose the object and leave layer and image point as default, nothing seems to happen.

    I'm not sure how to use, or do I have to use layer and image point to spawn it correctly?

  • Hello everyone.

    So as the title says, I can't seem to find a solution on how to make an enemy drop coin on it's position when destroyed?

    Someone knows how?

    Tnx in advance.

  • I got it.

    I just made another 2 wall sprites that are not solid objects and added collisions on them.

    So wall jumps are possible on solid objects (if platform has wall to left/right), while, if player collides with wall sprite that is not a solid object, it just changes his X direction and mirrors him.

    Tnx for help!

  • Tnx, but I don't think some people here understood the question.

    What interests me is how to make two different solid wall types, so that one can be jumped off, and one cannot?

    I would like to know how to make two solid walls seperated, so that only one can be used for wall jumping, and other one is just blocking the path.

    That's why there is no need for capx or something else..

    I just made two walls, and when player collides with one, he gets mirrored and his X/Y vectors are set to 0, making him slide down. And when pressing jump, his vectors are set back, and he jumps off, it's that simple.

    Now that's for one wall, but I don't want that on another one. I want another wall to just block the path, or something else, and that it cannot be used for wall jump, but it's still a solid object that player is able to walk on to.

    So if anyone knows the way to do it...

    I'll try with instance variables for now.. Tnx.

  • Hey..

    I made that when a Player collides with walls to the left or right, his Platform X and Y vectors are turned to 0 ( which makes him slide down slowly ), and when hit jump, his vectors are just returned to normal..

    But now I need some sort of collision to make him do that on certain types of walls, and not any wall..

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JMTook

Member since 23 Oct, 2017

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