Makoren's Recent Forum Activity

  • That's exactly the kind of behaviour I want. Thanks.

    And yeah, I'm only controlling the enemies for testing. Once I've got more systems in place I'll start spawning the enemies and give them AI.

  • Here's my project file: ufile.io/pzdib

    Right now it's just two objects with the 8 direction behaviour, and that's it. In the future I want the enemy to chase the player and start attacking on collision.

    I've tried your example, but the objects will just push each other around. I've also tried using Set X instead of Simulate Control, which causes a lot of jittering.

  • Never mind, I only just now realised I had left the Solid behaviour on... any other input is appreciated.

  • Title, basically. I'm having issues with my collision, and I can't find anything useful on Google.

  • Fixed this by using the "On collision with another object" condition and the "Stop" action on the 8 direction behaviour.

    This didn't work with the overlap condition since the player would just gradually move through the object anyway. I don't really know why that happens, but it works now.

  • How do you use those events to simulate collision? Google hasn't found anything useful, and simply preventing movement will trap the player inside the other object.

    Don't know if this is useful information, but you can't jump in the game, it's just left to right movement with the 8 direction behaviour.

  • Right now I'm using the Solid behaviour on my player character and enemies to prevent them from moving through each other. They are in separate families for obvious reasons.

    Now I want to add a "friendly NPC" family that will attack enemies but allow me to pass through, so the Solid behaviour on its own wouldn't be enough to solve this.

    Is there a way to do this with the Solid behaviour or do I need some fancy events?

  • Is the collision box of all you frames the same?

    This is the answer. I just assumed that the collision polygon covered all frames, so thanks for that.

    I will check out Kiwi Story when I wake up, will come back if I'm still having problems.

  • I'm having troubles with the Platform behaviour on one of my objects. I have a Player object with the platform behaviour on it, and it's colliding with a Ground object with the Solid behaviour. I also checked the "Optimize for Pixel Art" option when I created the project, which could be relevant.

    However, the collision is not at all what I expected. The Player object seems to hover a few pixels off the ground, and does some rubber banding if I try to move into the side of the Ground object.

    Here's a link to my Player's collision polygon, as well as a couple GIFs displaying what happens between the Player and the Ground (the Ground's polygon is default):

    imgur.com/a/VcNJwWH

    Why is this happening? Is there a setting I should change, or should I be avoiding the Platform behaviour?

  • Just changed the origin and now it works perfectly. Thanks!

  • kriand I almost have it working using your method. Your math was a bit off, I had to use -ViewportRight instead of ViewportRight for the right side button's size, because otherwise the button would be displaying off the right side of the screen. But otherwise, it works!

    But I have another problem, my buttons overlap. See image attached.

    The right side button (purple) overlaps the left side button (green) whenever I try to scale the preview window below the original size. From what I understand, it should be calculating the viewport's scale every tick, so I'm not sure why this is happening. I am using the Scale Inner setting in my project properties.

    Anyone have any ideas?

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  • I have two sprites in my layout that are half the size of my screen. I'm using these as touch inputs, when I touch the one on the left side of the screen my player moves left, and vice versa for the right side sprite.

    The problem is, if I try to test the game on different screen sizes (or even just resize the preview window) the sprites don't stick to the edges of the screen, so the "buttons" are a bit unreliable.

    How would you do this in Construct 3? Or is there a better way to implement these input buttons?

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Makoren

Member since 5 Mar, 2018

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