VertexZero's Recent Forum Activity

  • Colludium

    Exactly! I just did the same and fixed the states and now works like a charm. I already had a sensor for feet detection that I use for wall jumping and wall gliding, but by putting it under the Player Detector it seems to work better when overlapping the platform. It seems that sine behavior doesnt play well with overlapping at offset?

    anyways, thanks for your time!

    Cheers

  • : I'm testing using NW so I shouldn't have the same problem I think

    Colludium: I tried it but it still does a small almost imperceptible falling. Seems to be like an updating problem. Thing is, I tried using someones code for a custom sine movement. The platform works amazingly well but I have exactly the same problem. I went through the rest of my code but with no results. Im sure its something Im failling to see.

  • Presently I'm using the Sine behavior for vertical platforms and I'm running into a small problem.

    I tried different fixes given by users in the forums but with no result. When I jump on top of the moving platform, sometimes Falling is triggered again, causing the character to do a small jump. This seems to be triggered only when the platform is descending and the fall lenght is greater.

    Sorry if I cannot provide a capx, since this happens only on my prototype (which is too advanced to provide here) and it doesnt happen if I test it in a new game.

    Any suggestions to what it might be would be amazing.

    Thanks in advance!

    Cheers

  • GenkiGenga Thanks a bunch! This clarifies a lot

  • I'm using functions, variables, events and aspirins for the multiple headaches that come with...

  • You need:

    Patience

    Dedication

    Time

    Planning

    A good Design

    Again, more planning

    And some more patience

  • GenkiGenka : Thanks

    I forgot to mention it was for PC didnt't I ? sorry about that

    So presently I have a Player with the 8 variations (sets of animations). Is that more costly than having 8 different sprites each one with its own animation set?

  • I didn't know how to phrase my question properly so my excuses in advance.

    So, presently in a menu I can choose up to 8 different types of characters and each character possess up to 4 different heads.

    What I did was to use variables to determine wether I was choosing one or another to load the proper animations. Now, the problem is

    that I would like to do this in a more efficiently level, since eventually I'll be adding armos, gears etc. Is there a proper way to load only

    the animations that will be used in the game and discard the rest from memory?

    If anyone could poitn me in the right direction I would really appreciate it.

    Thanks

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  • Thanks, I found a proper solution for this

  • Thanks but that's not what I'm asking.

    I'll try to explain it better. When I use Player.Platform.VectorY I have to set up a number like 700, so if the height is higher is 676 then Player receives damage.

    But, this is equivalent (aproximately) to 192-3 pixels.

    Now, what I would like to do is actually say that if my fall is higher than 192 pixels there's damage.

    When I use Player.Y instead of Player.Platform.VectorY it simply doesn't work.

    My problem is having to use a number like 676 instead of 192 specially since I need some degree of precision for my project.

  • Ok, I'm going to be annoying again

    I can presently see the falling distance in pixels, and at a certain height I can have my player receiving damage. But when using Player.Platform.VectorY it works but if I change it to instead detect the Player Y position in pixels, it no longer works.

    I tried different options but its not working as I need it.

    To be precise, I need to set up my falling distance in pixels so after x amount of pixels Player loses x amount of energy and so on. With Vector position it becoems a little more difficult to set up based on the levels layout.

    Thanks in advance!

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VertexZero

Member since 13 May, 2013

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