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  • That's another problem tho, have you tried the sine behavior with vertical movement instead?

    (Btw you don't need For Each with a collision event, it will automatically pick the ring the player collided with)

    we.tl/t-d4Q2DlDNFq

    heres the project if u want

  • That's another problem tho, have you tried the sine behavior with vertical movement instead?

    (Btw you don't need For Each with a collision event, it will automatically pick the ring the player collided with)

    sine can be useful yes. I try and it makes me the same effect as before as moving my character weirdly.

    But the problem with sine, i want to be really " precise " with my ring because its a platformer. I want to set a position A and B positioned by the rules of tiles 32x32 and set speed.

  • I can explain it to you, it's not hard to use once you get the logic of it;

    It means Linear Interpolation, basically moving a object from A to B in set time, in application it looks like this : lerp(A, B, x), x being the progress of the movement, it goes from 0 to 1, 0 means it didn't start, 1 means it's complete, 0.5 being the middle;

    I believe that can solve your lag problem, because once the destination is reached, it wont need to update the movement every tick;

    I'll take some time to craft a template once I'm home

    would be better for a creation of a movable grappling hook ?

    Because, my very big problem with the 8direction of it. I have two triggers. Once it reaches it, it change his direction. I want to change is speed to add challenge.

    But when i make it faster, it will cross the triggers and do shit

  • The problem is that it will constantly updating the position, hence the lag effect;

    Are you familiar with lerp()?

    Not really :/

  • Hi, it might be because of the order the events are checked at runtime, try to put the events that move the ring above the one that set the player in position

    Edit : I think the moveTo behavior is not needed here, you can simply set the player to the position you want by checking a boolean (for ex, Grabbing=True, set position to Ring.X, Ring.Y+15)

    It didnt work..

    The mopveto2 behavior is for a smoother teleport to the object.

  • Hey!

    This event is working, my player follows the movement of my "movable ring" when he grabs it. But i dont know why. with the event " is overlapping " so every frame. The player makes a little movement when moving, really weird.

    So, my player is set to be at Movablering.Y +25. But when the movable ring is " simulate up " control with 8 direction behavior. My player is like Movablering.Y +23 and when going down, my player is like set to Movablering.Y+28

    Tagged:

  • I think perhaps in your case the inverse of "Space OR Button A" is "Not Space AND Not Button A", so for that one you should "Make it an AND block" instead.

    it works thanks !

    this one is not working, dont know why. But the big issue is working, thanks

  • Same here ! whyyyy????

  • hey !

    This is an issue that ive got.

    Currently, with only keyboard, the event is working ( Set boolean ). OR

    Only controller event.

    But with theses two events ( I can hold Space or Hold A with my controller and the event will work ).

    I want the player to not hold Space or A. I want him to release the button.

    Thanks !

  • Hey ! I got something really special.

    this animation (image) is only working if my player is from the ground.

    If i jump to the ring, i can grab it, or fall, the event will work but not the line with the " set animation "

    Tagged:

  • Hey everyone !

    I tried to read about Delta time.

    I know that behavior works fine for that.

    But i have an increment while pressing space.

    A Number variable called " jumpHigh' . When the player keep the Space key Down, the var is incremented.

    My screen is at 144fps, but when i run the game on 60 fps. It takes slower to increment the var.

    What can i do ?

    Thx

    Tagged:

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LeKinkss

Member since 22 Apr, 2020

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