VertexZero's Recent Forum Activity

  • Thanks, that looks much better!

    Now, I created a loader layout, and made me realize my Player layer was global so that's the reason why it was working.

    Now, after I set it up properly, I arrived into a new problem. start x & y pos aren't being updated as fast as Player goes into new layout.

    In purpose I made floor smaller so Player Controller could fall outside of layout. So Player x and y pos are updated to the door only after this happens. This wasnt happening before making Player Controller global so I suspect there's something I'm not updating in the right place before it changes layouts.

  • Looks really awesome!

  • Looks cool, interesting idea using the sound. And glad it works

  • Should be ok now Versanthus you can download the files

    Your problem was maybe due to the fact that you had two sprites for the camera

    camera and camera2 but for both the code was different.

  • 99Instances2Go Yes, thanks! and much more in-depth than what I was expecting.

    Sorry about not having keyboard input, had it at the beginning but went through several transitions so opted for now to keep it only for gamepad.

    I'm not using a loader layout because so far is only a test_bed for different mechanics. In the future the test layout will be my loader layout if that's a good practice, not sure I'm doing it in the right order lol.

    I didn't realize PlayerDetect object had to be to global, but now that you point it out, it would make sense. They are created in the Player Ini section and also in main where I set the initial position for PlayerDetect. Then Player containing animations is set to the controller position.

    You are right, lerp is horrible, and I didn't even know why lol. Now I'll check a better solution.

    Like I said, really good explanation, so now it seems very clear to me. Thanks for your time!

    And if you failed to see where I initialize the Player maybe is because I didn't follow a correct way of doing it. It might be kind of messy, even if I try to keep it organized.

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  • osmoskosmos no problem

  • 99Instances2Go, yes, its a great plugin, I'm using it thanks!

    I fail to find examples in how to do it properly. By browsing the forums I saw how to go to a random Layout but it wasn't very helpful in my case.

    I know I could simply hardcode the info on a sheet so I would simply compare the doorID with the var and then set the Player pos to the new Layout.

    But I would like to do it in another way if possible since in the long run it will probably become difficult to manage so much info this way.

    I'm leaving here a capx file, I'm sorry in advance, if you guys wanna help me you'll have to install the rex_fsm behaviour since is already rooted in my project.

    Player can be controlled with controller exclusively, for that too I'm sorry.

    I added a bookmark so its easier to find the lines for which I need help. Thanks in advance!

    https://drive.google.com/open?id=0B27TG57JCwl_dW1vdElmNVFyZm8

  • Versanthus, I did a small correction in your events, I added a bookmark in the section

    https://drive.google.com/file/d/0B27TG57JCwl_XzdEUWZNNEN2UXM/view

    I think you often duplicate items as new entities instead of instances of the same object which might be causing problems.

    Hope it can help you.

  • 99Instances2Go thanks, actually I had no idea we could use expressions in Layout by name which was the info I was missing.

    So far so good, I retrieve my info from csv to array.

    Sorry for the question too vague, wrote from the studio and since we are in pre-prod for the time being I have little time and little brain to actually even understand myself. lol

    A last question, do I need to use arrays if I'm already retrieving the info from a csv table? Thanks in advance.

  • Use instances variables (boolens which means True or False) added to the player controller.

    these should be something like this:

    isRunning

    isJumping

    so when the character is moving left or right the instance variable is set to true and set to false once the action is over.

    so it would be something like

    Gamepad key pressed ----

    -->sub-event: is mirrored --> Simulate Platform pressing left

    Player set instance var isRunning to True

    -->subevent:is not mirrored --> Simulate Platform pressing right

    Player set instance var isRunning to True

    is inst. var. isRunning true, then set animations to running

    The same goes for jumping and others

  • nvbenegra, sorry for the incomprehension, english is my third language. Thanks for trying!

    99Instances2Go that's exactly what I was looking for!! Thanks pal!!

  • Shameless bump. Still cant find a proper way. Thanks

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VertexZero

Member since 13 May, 2013

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