Zebbi's Recent Forum Activity

  • I just tried using a family to disable the collision. Seems to work but not sure if its what you need

    How did you manage this? Sorry to hijac this thread, I'm just having trouble disabling solids for a specific platform-movement, whilst allowing the enemy platform movement to still be affected by solids.

  • korbaach quick question, how can I modify this by breaking the digit spacing up for a timer? If I wanted, say 0:00:0 unit display, and I wanted to separate the digits with a gap between digits 1 and 2, no gap between 3 and 4, and a gap before 4 and 5, how could I do this? I would also need to have the numbers represent a minute/seconds/nanoseconds format and, while counting down should be easy, I'd need them to represent the figures correctly. Do you have any suggestions?

  • Cant you use certain solids in a family and that family be ignored by the behavior?

    Sorry, I'm saying this on the fly and I don't know if it could really work but just an idea.

    That's an idea, I might try it, I'm not sure if families can control behaviors, does anyone have anyone experience with these?

  • this doesnt work in NW.JS

  • Well, just after my last post I needed to implement a new skill for my game, so I added the Stomping skill to the platform++

    Basically if enabled, you can jump and press jump again to stomp down

    Wow, that's amazing, I made an event based stomp, nice to know it exists in a proper behavior!

  • or simply go to win10. no aero bullshit there

    No, just all of the other bullshit that comes with Windows 10

  • I want to configure a key (say, S) to cycle between Scale Inner, Scale Outer, Letterbox Scale and Letterbox Interger Scale. Is there any plugin or behavior I can use that would allow for this?

  • Sorry I forget to mention in this thread it works! Switch to an AERO theme.

  • There's a possible workaround using jump-thrus rather than solids here (jump-thrus can be disabled and enabled per platform movement, but it's a bit buggy):

  • Thats awesome, not sure if I'm smart enough to tho

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  • One note with my previous solution (a bug I found) -> if you happen to be just at the top of the stair case, so that you're overlapping the platform at the top, but you're still on the staircase, there's a small window (a couple pixels) that can cause you to fall through the stairs if you're going slowly.

    As for your other question: You could set the player's position to prevent the re positioning, but doing this could interfere with jumping. (If say, you added a re position to that same event, it would see that the player is near the ground and not pressing up, so therefore it would set the player to be standing on the ground unless they jump higher in 1 frame then your offset (= half the player's height right now).

    Thanks for that, I've noticed my character falling through the stairs when I implemented it into my game, I'm not sure if it's using jump-thrus for angled stairs that's causing the problem or not. Like you say, it's hard to counter the repositioning without messing up the jumping. I think at this stage this would be the only way of having multiplayer stair posibilities though?

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Zebbi

Member since 20 Jan, 2014

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