MultipleChoice's Recent Forum Activity

  • Erfeo ,@Burvey I understand, and I am keen to tweak, since I don't want to loose people on that issue. I am just not sure, how first of all. Also I am not sure, how much I want to loose that feature, but that does not mean I wont, since I want you guys to see the further adventures of this guy

    So please help to get that right.

    The movement-problem consists of two parts:

    • First, there is some locking of the platform behavior (like when turning around standing, or breaking)

    This can only be solved ultimately by getting rid of the seamless turnings and do instant mirroring of the player sprite.

    • Second, there are obviously some platform settings, that can be changed:

    To me, this felt right... Do you have any platform values you would prefer? More acceleration/deceleration? Or how would you feel comfortable with the behavior?

    I would like to make a new test version soon according to your suggestions.

  • What do you mean exactly? You want to code that as an effect, or you need some pictures reworked this way?

    If second, I can do that...

  • Somebody Thanks, the debugging concerning those things is gonna happen too, if the movement is finalized.

    Erfeo That is about the case, it is not a fast jump and run. Rather exploring, solving puzzles and just a bit of jumping. Just check it out here:

    Right here, it is just about accomplishing this specific level. If its not annoying and too hard, the rest will be fine...

  • Okay, i would do it differently altogether, but this solves the problem:

  • tjblazer85 Yeah, the basic principle seems to be the same Glad it helps...

  • cacotigon I switched to a controlling object and separated animations because of some collision/getting stuck problems. It is an advice in some tutorial or manual entry, and it does indeed work smoother this way.

  • Besides the copyright question, which was not part of the problem, but is a good warning:

    damjancd https://www.scirra.com/tutorials/1276/e ... ode-webkit

    There you can export for osx, win and linux 32/64 bit versions. Including .exe-files for windows, as requested.

  • tjblazer85 How do your enemies/soldiers behave/move? That would be helpful to know...

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  • I think i got it: The problem is, the ball is standing still, when spawned (velocity=0). But also you seem to use that attribute to END the turns.

    A: Just pick another one there, e. g. "on destroyed" or when overlapping your goal-net.

    B: You can use a variable or any other solution, to detect that the ball has actually moved, then trigger only, when ball "has moved" and "velocity=0" both are true. So it won`t trigger, if the ball did not move at all like when spawning.

    Hope that helped, if not, more details please...

  • umajoe a capx-file would be very useful...

  • The thing is, those two stages do not describe the problem properly. The question is, how they should react in between those stages? Depending on that, there can be different solutions.

  • remus B That does not trigger, if whatever is 0 and changes to 6 or the other way around. We had that already in earlier posts of this thread

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MultipleChoice

Member since 25 Oct, 2013

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