szymek's Recent Forum Activity

  • I have found strange glitch In general my hero is destroying boxes, if box has instance variable "coin = 1"

    then it generates coin (with moveto behavior) and moves the box up (wait 0.4s) and down;

    if box has instance variable "coin = 0" then just moves the box up (wait 0.4s) and down

    and now the funny part: if I change instance variable value from 1 to 0 at beggining or in the middle of events list, then 2nd box movement (going down) differs with a few pixels = it gives funny view of boxes on little different levels

    if I change instance variable value from 1 to 0 after all moveto movements, then everything is fine

  • Problem Description

    Construct 2 is not detecting collision IF main hero is standing on diagonal terrain and moving enemy (with platformer behavior) collide with him.

    Attach a Capx

    provided to Scirra, e-mail "not detecting collision",

    issue confirmed by Scirra worker

    Description of Capx

    It is 0.00000000001 version of platformer game

    Steps to Reproduce Bug

      1. Play "Layout 1" 2. Don't move the main hero (so it stays on diagonal terrain) 3. The enemy will stuck on the main hero. 4. Collision between standing hero and moving enemy was not detected.

    Observed Result

    Collision is not detected.

    Expected Result

    Collision is detected. Main hero is flashing.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Win 7 with all the latest updates

    Construct 2 Version ID

    r187

    r184

  • I have followed Ashley tutorial:

    https://www.scirra.com/tutorials/253/ho ... ame/page-7

    https://www.scirra.com/images/articles/ ... pabove.png

    but detecting collision with enemy is working fine only on 'horizontal' terrain...

    I am using tilemap with horizontal ( ___ ) and diagonal ( / or \ ) terrain,

    and Construct 2 isn't detecting collision with enemy IF player is standing on diagonal terrain

    it is not about collision polygon too...

    both player and enemy are using platformer behavior

    summing up: if player is standing on horizontal terrain and he is touched by moving enemy = collision is detected, if player is standing on diagonal terrain and he is touched by moving enemy = collision is not detected

    ArcadEd Kyatric Jayjay maybe you know what to do or what I am doing wrong?

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  • volkiller730

    I went off-topic

    ok, case closed

    Thanks for help

  • volkiller730

    ok, it's working Now I try to get this effect when you touch enemy and you loose energy

    and the enemy is going forward anyway... so I set up disable solid for 2 second after loosing energy (so enemy have 2 seconds to move through player) and then enable solid again

  • volkiller730

    I have heard that platformer behavior can slow-down game if many enemies uses it,

    but yeah, it seems to be the best option anyway

  • A0Nasser

    I tried sine - but it is good only for objects with "neutral" look (i.e. some spikes);

    because it does not "mirror" image when going left/right

    I tried also bullet behavior, but it can fly when bounced off some object

  • Which approach is the best:

    • adding 'platformer behavior' and use invisible obstacles?
    • using rex moveto plugin? (but I'm not sure how to get good effect:)

    Also how can I destroy blocks like in Mario?

  • last question to ludei

    can you see - somehow - if MoPub is sending portrait or landscape ad (AdMob case)? because last time when I was testing interstitials, sometimes MoPub was sending portrait ads (even if I ticked landscape only), and when portrait ad was showed on landscape view, then going back to game resulted in little zoom of layout

  • ludei

    What about Tiled Bakcground correctly working on CocoonJS?

    What about memory management? As Ashley said - he offered you solutions for this issue, but you ignored him

  • sure, Ashley could update tutorial with informations about Tilemap object

  • [quote:88wlxwk3]My blog post (so far) seems to be accurate

    In my opinion importing Kenney's tiles to a Sprite object (as an animation frames)

    is not only ignorant, but also totally useless. And it has nothing in common with Tilemap object.

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szymek

Member since 18 Jun, 2013

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