sweetdiss's Recent Forum Activity

  • When I choose Player > on collision with object, the tile map is not one of the options. Same when I start with the tile map, it doesn’t have “on collision with object” as an option.

  • Player on collision with tilemap?

    With the tiles, yeah. I’m making platforms with the tile map.

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  • I'm trying to paint my level with a tilemap I made, and I gave it solid behavior, but I can't seem to add any collision events to the tilemap.

    I'm trying to have my character constantly jumping by using 'Simulate Controls - Jump' on collision with the tilemap, but there are no "on collision" events listed for tilemaps. I gave it the Solid behavior as well.

    This works fine with normal sprite objects... Do I need to hide an invisible sprite behind all the tiles in my level?

    Also, if the platform needs to move around, the tilemap just stays still. If I have to put invisible sprites behind my tilemap, is it possible to attach them so they always move wherever the underlying sprite moves to?

  • I will probably have to go with the other method, but the “dragging the view” method I was trying here did have advantages: You can control the speed of the dragging (like in your example) so the user could control how sensitive the dragging is. Also if I have enemies pinned to the level firing bullets, the bullets would move at the wrong speed relative to the player object, unless it’s the view being dragged around.

    Thanks for the help though, your website seems like a great resource!

  • See this demo project:

    https://howtoconstructdemos.com/scroll-by-dragging-the-screen-with-touch-or-mouse/

    Thanks so much, the dragging/scrolling is perfect now!

    However there is now a new issue. In my project the player stays in the center of the screen (based on the viewport), but when I pan the view back and forth, the player gets really jittery and lags behind the panning slightly.

    I tried to fix this by setting a camera object on a separate "hud" layer and anchoring it to the center without parallax to have an object that is 'perfect' (no jittering), and then setting the Player to always be at the same X axis as that object, but it didn't work. I suspect you can't have objects interacting from different layers.

    Is there any other way to keep my character jumping in the center of the screen, while the view pans around, without jittering?

    Here is another link to the (updated) project.

    drive.google.com/file/d/16iLFCraaD_uxVoGWcS6ypj20Qnmch3-s/view

  • I'm trying to make my layout appear to scroll the same way my finger is dragging the camera, as if I were directly dragging the level itself.

    I found this older thread that seems to provide a solution to what I want to achieve with respect to the camera behavior:

    construct.net/en/forum/construct-3/how-do-i-8/scroll-opposite-direction-drag-151132

    However, when I tried to implement it in my project, nothing happens. The dragging/panning of the camera still goes in the default direction/speed.

    It seems like I'm missing something really basic because there is literally no difference when I toggle the added action on/off.

    Here is my project:

    drive.google.com/file/d/16iLFCraaD_uxVoGWcS6ypj20Qnmch3-s/view

  • Thank you, I’ll give that a try!

  • Line of Sight has Raycasting.

    Hmm... can you elaborate? Sorry, I’m pretty new to game development!

  • dropbox.com/s/2jw2ldko78dt4hz/pushit.c3p

    Thank you! However I noticed if you resize the walls and try to go through them on the opposite side, the player square is able to pass through.

    The walls in my game aren't just at the edges like in your example, they will be all over the place in different formations. Is there a way to make every side of a wall "solid" so the player won't pass through no matter what side they are on?

    Thanks again for the help!

  • I'm using drag/drop to control a character in a game I'm making, but unfortunately it allows for solid objects to be dragged through each other, and I can't have my Player going through walls.

    One solution I've read about is using "Move To" to re-create drag-drop behaviors, which should allow collisions to happen between solid objects.

    It seems like it should be simple to pull off, but I can't quite wrap my head around it.

    The way I'd like it to work is to have the object move relative to wherever I touch and drag (so you don't actually have to touch the player object, and I also don't want it to zoom over to where I'm touching).

    The best I can do on my own is this:

    + System: Every tick

    + Touch: Is in touch

    -> Player: Move to (Touch.X-Player.X, Touch.Y-Player.Y) (Direct)

    drive.google.com/file/d/16iLFCraaD_uxVoGWcS6ypj20Qnmch3-s/view

    As you can see there are a few problems. Namely:

    - The object moves just from tapping and holding, even without any dragging

    - When you do drag on the screen, the object moves kind of slowly and is not as "snappy" and responsive as the real Drag-Drop behavior

    - Also, after dragging, tapping anywhere just sends the object scrolling off the screen forever

    Thank you!

  • Sorry to bump, just wondering if anyone else has any ideas to fix this?

  • Post a copy of your project (as a single .c3p file) with clear reproduction steps of your issue and it will make it easier to be able to answer your question.

    drive.google.com/file/d/1-MLn4d0Ki72nUBrdgL5fMlXW9Acp6Bzs/view

    There is the link to my project. It was designed for touch but works fine with mouse. The problem is a conflict between Event 23 and the main mechanic of the game set up in Event 19.

    The main mechanic is dragging the level (all the platforms as one) under the Player as they repeatedly jump in order to get the player to jump through the portal at the end.

    Unfortunately, when you drag a wall into the player, it pushes the player around. I need them to stay in the center of the screen for the mechanic to work properly.

    To fix this, I added Event 23 which fixes the Player in the center of the screen (horizontally). The new problem is that the wall just goes right through the player now even though they are both solid objects.

    The desired behavior is that the wall (the entire level, really) would STOP moving if it was dragged into the player, as if the player had jumped against a... well, solid wall. The idea is that you time your dragging to slide the platforms/walls under or over the jumping player to avoid them.

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sweetdiss

Member since 8 Aug, 2020

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