peter568's Recent Forum Activity

  • I'm making a platformer where the player controls 2 characters tethered to each other like Knuckles Chaotix.

    C3P attached below. Arrows to move/jump, X to switch character.

    I used the Pin behavior. When initializing the pin/rope/distance at the start of a layout, the non-controlled player remains stationary no matter how hard you tug against it. But if you swap characters, the non-controlled character will be dragged with their movement, and it remains that way.

    Is there any way to choose 1 Pin/Platformer type over the other? Have I done something with the event sheet? Should I be using something else to tether the characters together?

    drive.google.com/file/d/1rtnBoBLGI3zirujh5IBtFdxSwiJf1FDf/view

  • In your platformer state machine, make 2 separate states for your walking speed and your running speed. Switch those states using a button press, and then change your platform behavior's speed/accel/decel/etc values during those states to match what you like.

    EG

    If playerState = walk

    set acceleration to 800

    set deceleration to 800

    set max speed to 1200

    On keyboard C pressed ->

    Set playerState to run

    If playerState = run

    set acceleration to 1200

    set deceleration to 1200

    set max speed to 1800

  • I added an action to push the player up 2 pixels before the Vector Y impulse and got it working. My guess is as good as yours why it doesn't work.

  • I'm prototyping a platformer using Tilemap for stages.

    If the player is running at max speed (about 720pps), they can walk up 45 degree slopes just fine. But if they are already standing stationary on a slope and start running up, the player inches up a few pixels then stops. Debugger shows the X vector around 240pps.

    Any way to fix this?

  • I did it easier, I put a small invisible sprite on my character's head, which was a trigger for hitting the ceiling.

    that's a very novel way to handle it, I'll test it out soon. thanks for the response :)

  • You'll need to call the moveTo function repeatedly to keep updating the position. How you do this will vary depending on the gameplay format - platformer, top-down, etc

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  • Could you clarify or provide an example of 'zooming' in this context?

    Generally speaking, zooming in/out is controlled with the 'set Layout Scale' action in System.

    If the idea is to move the camera towards the player's reticle, you could get the midpoint between the player and their reticle, then scroll the camera or ScrollTo object to that position.

    I can provide a better explanation with some more details

  • I have variables for each axis of the Dpad that can equal -1, 0 or 1, and I want to use those to get an angular direction.

    E.g. if X is 1 and Y is 0, get 0 as the angle, if X is -1 and Y is -1, get 135 as the angle, etc etc

    What's the math for that, besides just hard-coding each of the 8 directions into the game?

  • yes, the games you create can be operated in-browser on mobile and PC devices. Use the 'HTML5' export option, then drop the ZIP with any other files into the site you want it to occupy.

  • I want to reverse my platformer character's gravity when they make contact with a ceiling tile on the tilemap. There's conditions for checking floors and walls, but not ceilings.

    How can I check if I'm colliding with a ceiling tile?

    I'm aware I could put a second collision box on the ceiling and have that trigger it, but I'd rather have it work natively so I don't have to put extra collisions on every ceiling in the game.

  • Gamepad seems to have more input lag than Keyboard and even Mouse. Is there anything you can do to minimize it? I've been told V-Sync might be causing it, but both of the other framerate modes seem sub-optimal.

  • tried these now, they prevented devtools from opening when manually opening the exe, but running them from the Steam upload still didn't work. F12 still triggers devtools in steam. It's like a steam-related setting is overriding mine.

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peter568

Member since 18 Dec, 2020

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