Wossi's Recent Forum Activity

  • Hello everybody,

    I was thinking about making a farm system similar to Harvest Moon or Stardew Valley, but I have no idea how to do it well. I think it can be very complex.

    That's not what I want, because it doesn't look nice.

    I imagined it that way...

    This is just a small preview, but it can happen that the field is 100 cells (32x32) tall. How can I implement this system with high performance? Thanks for every suggestion.

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  • dop2000:

    Here is my "little" problem:

    ...and that's my events, if player has landed successfully on the platform:

  • Hello,

    I have a player sprite with a physics behavior. The sprite is falling down on a platform with physics behavior. The sprite has also a animation with 1 frame (speed = 0, loop = false). If the player has landed on the platform, he's going to sleep and already is fine. But if I change the animation, add multiple frames and set the speed value to 24 (or whatever)... the player won't go to the "sleeping mode" after he's falling down on the platform. What's the problem?

  • dop2000: Thanks for your answer, but I won't use the sine behavior. The problem with this behavior is, that's the player is everytime falling trough the platform. I have the same problem from my last post. As soon as the platform moves, the player falls through.

    brunopalermo: I can not change gravity, because the player can't be controlled anymore.

    ~edit:

    Ah ok, I forgot to pin the player.

    But there is still a little problem... Is there any way to stop the sine behavior immediately?

  • Hello everybody,

    It's possible to move a platform, like sine behavior? I can't use sine behavior, because I use only physics behavior.

    Whatever, here is a example: My layout is loaded and all objects are ready. Maybe it can be, that a object has got a random state (call it "RESTLESS"). Ok, so if RESTLESS is true, than do this:

    Of course, the platform can also move from top to bottom. Is that only possible with lerp?

  • dop2000 you are my hero of the week! Thank you so much!

  • Another (better) solution would be to pass fx_echo.UID to the function as a parameter.

    Inside the function use "fx_echo Pick by Unique ID"

    This will allow to pick a newly created instance of the fx_echo object before it actually added to the layout.

    Ah, this is great! Thank you very much!

    mekonbekon: Yep, I know! But the values 100+ give me a better color effect.

  • Hello,

    I have two instances of a sprite. How can I pick up the X and Y position of the first instance?

  • Hello,

    I have a event sheet with all my functions. One of these is a function, which set a random color of sprite.

    The function will be call two times... "On start of layout" and here:

    The problem is the second call. The color will be black, everytime. What am I doing wrong?

  • dop2000: Thanks for your reply. That's a good idea! ...but it does not work really well.

    I'm just trying to work with the physics behavior now, but I do not know how to position my platforms with a smooth transition?

    ~edit:

    Ah, I found a solution in this post:

    It's working perfect for me. Thank you dop2000!

  • Meqara: I have found a new problem... Actually, the pin behavior works quite well, but it's not really enough for my project. The problem is that there are platforms that move from top to bottom (with a sine behavior). If the player is on such a platform, he "sinks" in the platform. Do you have an idea how I can fix this?

  • Meqara: Sorry my late answer. I worked on a solution... and yep, I have found the same as yours. The solution ist the Pin-Behavior. Once the player has landed safely on platform B, pin player to platform B and start the bullet behavior.

    Thanks for your help!

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Wossi

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