alextro's Forum Posts

  • I wonder why you add platform behaviour to the solid block? Is that on purpose?

    Anyway in my experience if platformer actor facing surface that not perpendicular to him, its likely the actor will not be able to jump properly or even can't. I tried that with yours.

  • Why not using 'on touched object'? It only check if a sprite already touched by user

  • This issue caused by platformer behaviour that doesn't have a feature called "tolerance jump". Just like what you suspect the Player didn't jump at right moment immediately on tip end of solid. Naturally user tends to react too late that he got the Player already fall before user able to hit jump button. To counter this, developer create mechanism that compensate user response that giving "forgiveness" to the Player so it still can jump with some tolerance of time & distance since it fell.

    In Construct we must activate this "tolerance jump" by enabling double jump. If you don't want extra jump while in mid-air, you can limit it by add condition perhaps a variable to strict how many times Player can jump again after "first" jump.

  • This one might fit your needs:

  • Here the example to play with:

  • Somebody

    Proven that IID manipulation is rightious way to code

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  • Done with just 2 events & no variable. Just need to adjust image point for line sprite.

  • Unfortunately no, solid can't detect another solid, unless you applied physics.

    You can limit the black block movement using clamp. I think I'll showcase it by create the sample for you.

  • Add Touch behaviour

    Add solid behaviour to the green blocks

    Add drag & drop then add platformer behaviour to the black blocks

    set platformer gravity to 0

    And you are all set

  • Glad to know that your game performance run at better speed now.

  • Do as following:

    Spawner is basically a marker to place enemies that will show only when they are about to appear on screen.A simple 2x2 pixel width is enough to do so.

  • Does it make sense if you change the animation to 'play from beginning'?

  • Okay first found that to make the enemy mirrored, you must set the awake to true from properties panel. It work that way even without adding platformer behaviour.

    EDIT

    Got it! It had something to do with LineOfSight. By default LineOfSight sees only into Solid object. The Player has not Solid behaviour. So I Changed the Obstacles properties from Solids to Custom. You just need to do that and everything work just fine

  • Got it working now. No overlapping

    live_demo_tiles

  • Wow very kind of you Thank you for added extra feature!