GarrisonPrime's Recent Forum Activity

  • Thanks for the help, It works out great! Thanks again.

  • I gave the bullet a Line of Sight behavior towards the Enemy, I've tried all sorts of Move at Angle or Towards Object or Set Position. Not sure how to do this.

  • Okay, Got it. Thanks! :)

  • Great News, I got things working properly. The right stick and mouse both move the Retical. Though I noticed if I change the game layout size, the logic stops working and the right stick does not work again. Is there a way to modify something to where I can make my game maps bigger without breaking the logic? I tried to modify some of this logic... but without success.

    -> Retical: Set position to (lerp(Self.X, ((Gamepad.Axis(0,2)+100)÷200)×LayoutWidth, dt×5), lerp(Self.Y, ((Gamepad.Axis(0,3)+100)÷200)×LayoutHeight, dt×5))

  • I downloaded it properly and was able to see your game and check out the logic you used. Though after applying it to my game, the right stick does not move like your demo. In fact the sword I am using to swing around the player, Rectical should follow, moves almost in only 4 directions and always comes to a stop pointing lower-right. The Rectical does not follow and after going from mouse to stick and back again to mouse, the mouse no longer functions properly. I added all the Global events like your demo and placed the Logic at the very top of my Event List. Here is what I have so far.

    + System: Mouse.X ≠ Mouse.X

    + OR System: Mouse.Y ≠ Mouse.Y

    -> System: Set mouseX to Mouse.X

    -> System: Set mouseY to Mouse.Y

    -> System: Set control to "mouse"

    + System: Else

    ----+ Gamepad: Gamepad 0 Right analog X axis ≠ 0

    -----> System: Set control to "gamepad"

    + System: control = "mouse"

    -> Reticle: Set position to (Mouse.X, Mouse.Y)

    + System: Else

    + System: control = "gamepad"

    -> Reticle: Set position to (lerp(Self.X, ((Gamepad.Axis(0,2)+100÷200))×LayoutWidth, dt×10), lerp(Self.Y, ((Gamepad.Axis(0,3)+100)÷200)×LayoutHeight, dt×10))

    + System: Every tick

    -> Camera: Set position to (lerp(Self.X, Player.X,0.10), lerp(Self.Y, Player.Y,0.10))

    -> Sword: Set position to (Player.ImagePointX("Sword"), Player.ImagePointY("Sword"))

    -> Sword: Set angle toward (Reticle.X, Reticle.Y)

    + System: On start of layout

    -> Camera: Set Invisible

    -> Mouse: Set cursor to None

    + Reticle: Is overlapping Sprite

    -> Reticle: Set animation frame to 1

    + System: Else

    -> Reticle: Set animation frame to 0

  • It says .capx files can’t be previewed. I tried to download it into my Dropbox, but every time I try to open it, it freaks out my Chrome browser, constantly tries to open new windows.

  • Okay I flipped the Logic like you suggested, but the Right Stick still does not move. I also tried downloading that game you sent to my Dropbox but it will not open.

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  • Indeed the Right Stick is for aiming the Recital. And I have the Retical for both the Mouse and Right stick, I dont know if that Mouse.x, Mouse.Y interferes with the Right Stick. But I put in the logic you suggested Dop2000, I'll post it below. But as of right now when I move the right stick, the Retical moves from the screen on to the Player sprite and then back to where it was originally.

    + Gamepad: Gamepad 0 Right analog X axis ≠ 0

    -> Reticle: Move distance(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))×10 pixels at angle angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))

    -> Reticle: Set position to (Player.X, Player.Y)

  • Hello! I've been watching Jeremy Alexanders video on YouTube about setting up a Twin-Stick control scheme, I have the movement down okay, but I am having issue with moving the Recital with the Right Stick. I have it set up where a bullet fires from the tip of a sword, mouse movement works fine. Here is the Event Sheet logic.

    + System: Every tick

    -> Camera: Set position to (lerp(Self.X, Player.X,0.10), lerp(Self.Y, Player.Y,0.10))

    -> Reticle: Set position to (Mouse.X, Mouse.Y)

    -> Sword: Set position to (Player.ImagePointX("Sword"), Player.ImagePointY("Sword"))

    -> Sword: Set angle toward (Reticle.X, Reticle.Y)

    + Gamepad: Gamepad 0 Right analog X axis ≠ 0

    -> Reticle: Set Bullet angle of motion to angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3)) degrees

    -> Reticle: Set Bullet speed to Gamepad_Speed

    + System: Else

    -> Reticle: Set Bullet speed to 0

  • I have the Persist Behavior on my Player, and I do not have Double Jumped Checked in his Properties. I do not have a Local Variable, just an Global Variable for activating Double Jump, and I have tried with and without the Global Variable too. I attempted to upload screen shots but an error keeps occurring so I pasted the Events here instead.

    Double Jump Boot Event:

    + Gamepad: On gamepad 0 Button A pressed

    + Player: Is overlapping DoubleJumpBoots

    -> BootsInfo: Set Visible

    -> DoubleJumpBoots: Destroy

    -> Player: Set Invisible

    -> Player: Start ignoring Platform user input

    -> System: Set time scale to 0

    -> Player: Set Double_Jump to True

    -> Player: Set Platform double-jump Enabled

    + Gamepad: On gamepad 0 Button B pressed

    -> System: Set time scale to 1.0

    -> BootsInfo: Set Invisible

    -> Player: Stop ignoring Platform user input

    -> Player: Set Visible

    -----------------------------------------------

    Player Death/Respawn Event:

    + Player: Health ≤ 0

    + CheckPoint: Number = CurrentCP

    -> System: Create object Blood on layer "Entities" at (Player.X, Player.Y)

    -> Player: Destroy

    -> Camera: Destroy

    -> System: Wait 1.5 seconds

    -> System: Create object Camera on layer "Entities" at (CheckPoint.X, CheckPoint.Y)

    -> Camera: Set Invisible

    -> System: Create object Player on layer "Entities" at (CheckPoint.X, CheckPoint.Y)

    -> System: Create object Respawn on layer "Entities" at (Player.X, Player.Y)

  • Hello!

    I am currently working on a Metroidvania style game. I have run into a issue where my character, after collecting an upgrade, say double jump boots, where upon being killed in the level, no longer has the ability to double jump, and the pick-up item is gone. I have tried a Global boolean, and setting the platform behavior double-jump enabled and nothing seems to work. Does the problem lie within the Player object itself?

    Thanks!

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GarrisonPrime

Member since 13 Apr, 2018

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