thomas0611's Recent Forum Activity

  • Dear Constructonians,

    I'm having problems implementing a platform (left, right, jump and crouch) movement with the Game-pad's analogue sticks. Construct 2 seems to have a problem recognising the analogue input, unless it's exactly a specific angle (180 deg. for left movement, 0 deg. for right movement etc)

    Any ideas?

  • I was wondering about common/best practises regarding clipping issues, more specifically within 2d platforming games.

    Is there a nifty trick to make sure the character doesn't shoot through/ get stuck in a wall and or floor? It's been popping up quite a lot, especially when I use bullet behaviour.

    Perhaps anyone has written a function? That would be Christmas.

    As always, I am in your silky-soft hands (*wow... do you moisturise?!*)

  • Awesome! Works a treat! Thanks a bunch.

  • Dear Construction-twoians,

    Arrays. Awesome stuff. Just started using them and am running into issues left and right. I have a hard time understanding them fully atm, but hopefully some of you can lend a helping hand.

    The array:

    I am using a 1d array:

    "Characters": 6 rows on X. Each X holds the name of a character class:

    0: Warrior 1: Knight 2: Thief 3: Hunter 4: Mage 5: Wizard.

    The objects:

    0: Player spawning point sprite

    1: Player collision box (Platformer behaviour)

    2: Warrior sprite

    3: Knight sprite

    4: Thief sprite

    5: Hunter sprite

    6: Mage sprite

    7: Wizard sprite

    If the player clicks on one of these sprites, the array will select the relevant value (click warrior and the array will choose 0 etc), the next layout (an actual level) is loaded, the "player collision box" is created on the "player spawn point".

    My question is: how can I attach the sprite, chosen by the array, to the "Player collision box"?

    In other words: how do you use an array's index number and use it to spawn/create/set position of an actual object?

    Thanks in advanced, I am in your hands!

  • Yes that's what I was thinking, but the sprites/objects simply won't load.

  • Do you understand what I mean by "Pallet"? Please someone give me a better term to use...

  • Hey all,

    I've come across a construct 2 habit of mine that I would like to throw into the group. I would like to know if I'm going about it the wrong way (I have a feeling I am).

    Example:

    3 different Level layout.

    Each has a "spawnplayerhere" sprite that spawn on start of layout

    Must have player sprites in layout to spawn.

    I copy paste all player sprites into the outside of the layout, and copy

    paste line that "Destroys" on start of layout.

    Is there no way to make one "Pallet" of all your character sprites, enemy sprites, and load them from here, rather than having them copy pasted into each different layout.

    As always, I await your collective wisdom in much anticipation.

  • Oh never mind!!

    I had set the deceleration to 9999 for some reason! That fixes it.

    False alarm, sorry.

    I'm a dumbass....

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  • Hey all,

    I'm experiencing difficulties using vector X effectively.

    I've written out most of the platforming movement and the thereto connected animations (running, jumping etc)

    Now I'm trying to implement both a DASH and WALLJUMP to the char. I've followed the tutorials to the digit, yet it doesn't work one bit!

    Turns out, any prompt to create an X VECTOR is simply ignored! Vector Y -500? No problem! My char jumps straight up. But any attempt to move my character horizontally through a Vector X just doesn't work at all!

    It's driving me nuts! Any ideas?

    Thanks! <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Simple and effective! Cheers my friend.

  • Hey hello!

    I have a problem, I'm hoping you can help me solve.

    I want to use families to have the player's damage apply equally to all objects, inside one particular family.

    For example:

    Family "Enemies" holds one object: "Enemy"

    Player character does 10 damage per attack.

    My logic:

    If Family "Enemies" is on collision with Player_Fist:

        >

        >

        (Sub-event) For each Enemy:

            Subtract 10 from Enemy.HP

    Ok fine, seems to work. But what if Family "Enemies" held, say, three objects:

    Enemy_Light(100HP), Enemy_Medium(150HP) and Enemy_heavy(200HP).

    Then what?

    Thanks in advance fellow Constructors! I know I can always count on you!

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'd like to start by saying that I've learned so much the past few months from this forum! I hope to know enough soon to start contributing/giving back to this fine community! But that's a long ways away me thinks, as there is still much for me to learn.

    Like angles.

    Disclaimer: I never took maths in high-school, or beyond. I've only just started to come to grips with the most basic calculations. Coding in python and working with Construct 2 is really a fine way to learn how to do math at a later age. So please consider this in your answer: I'm a dumbass.

    The question:

    For the sake of explaining what I'm trying to do, please imagine the adept's "pull" skill from the "Mass Effect" series. Then imagine a 2D side-scroller.

    A projectile is launched at an angle, from the player towards the enemy/object. Upon collision, the enemy/object is then propelled towards the direction the projectile just came from.

    I used to solve it like this:

    When (push) collides with (object) Apply impulse (value) towards angle (player.x, player.y).

    Simple enough eh? Its a rather limited approach though:

    I'd like to be able to control the arc of the projectile (any clever thoughts on that will also be much appreciated) so then the player's position is no longer the origin of the projectile.

    How would you solve this?

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thomas0611

Member since 22 May, 2013

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