GameHouse's Recent Forum Activity

  • Add me on discord ZtarDuzt#8322 ill teach you how

  • This is exactly what i did, but if the player is in air, it still double jumps if they press the left or right button.

    Double jump is setup with a variable so If player is in air> Double jump is 0 > Touch > Set vector etc etc > set doublejump to 1

    EDIT: I Tried it your way by setting double jump enabled on the platform behaviour,that worked however its not as smooth as my own made doublejump, it only doublejumps if player is falling.

    Weird how this way does not work when I do the same but with a variable condition and instead of platform jump I set it to set vector, really strange.

    Make a boolean variable for all buttons and say

    If - is touching button = set button boolean /true

    If - not touching button = set button boolean /false

    And now you can say

    If - on any touch & all button boolean /false = set jump

  • check out this, using mesh deformation youtube.com/watch

    https://foozlecc.itch.io/impact-wave-effect-with-mesh-distortion

    edit: I checked it out and it sadly is framerate dependent and has terrible performance.

    so did you make any progress on the water sprite distortion? love to see

  • Is it possible to draw mesh on c2?

  • Self.ID&3 correct way to write this code?

  • if you set something every tick you need to use delta time!

    The default movement behaviours are already programmed to be framerate independent though.

    now that might explain why this bullet code i did earlier per tick didnt work properly

  • > self.vy*dt so why do you have delta time in the formula? is it even needed?

    Without it, it would be framerate dependant.

    After some research I realized thqt addon sadly is, making it look different on higher refresh rate devices. So this is a step up!

    Now I am interested to figure out how to make it a smooth mesh version...

    gosh, does this mean i have to use dt for all my code on all my games now?

    and btw how do i use two or more variables like this , im obviously using it wrong

    ((self.dy-waterNode(self.ID(self.n-1).dy)

  • Thats what ive been trying to do this whole time, ive just been trying to make it clonable so i can place multiple waters and it places the nodes automatically on all waters , but i cant figure how to seperate the nodes

  • ok so im understanding it alot better now , but i noticed that variable k2 and d2 dont affect anything, ive changed them alot i dont really see a change?

  • Here's one way to do it with springs. One spring to maintain a water level and two more to make the water level between two points match. You merely need to tune the spring forces and damping to adjust how it looks.

    https://www.dropbox.com/s/i894ii72hzpx8a9/spring_water.capx?dl=1

    self.vy*dt so why do you have delta time in the formula? is it even needed?

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  • ROFL!! see fedca i told you it could be done in like 20events, R0J0 did it in 4! 4BRO 4!!! this guy is a genius , thank you so much , now let me do the usual , play around with it and try my best to understand it so i can re-produce , if any of you guys want to add me on discord ZtarDuzt#8322 and i will give u guys a free copy of my game when its done. plus u guys need help with anything or wanna work together or a project for fun, we can do it over discord.

  • or you can also try deleting the webstorage object then save the project file , and try re-opening the project on c3

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GameHouse

Member since 7 Oct, 2020

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