brent_hamel's Forum Posts

  • Ooo, tree growing sounds fun. I'm working on a platformer and will be requiring a forest background at some point. Randomized trees would be really cool. Any chance you can have a generated tree export to a png file?

  • So here's a question. I've got a visual effect that is supposed to always be set to the player's x,y location. Normally this works just fine. But when using the advanced camera plugin, if I have a camera zone larger than my display size, then the visual effect progresively gets further and further away from me, the farther I get from 0,0 coordinates. If I use 2 camera zones that are the size of my display and next to each other, the effect stays with the player fine in the first zone, but when switching to the next, the effect jumps to the screen coordinates my character was when the zone changed. For example, if I switch zones going left to right, the effect will be on me at the right edge of screen one, but when the zone changes, the effect will be on the right of screen two, whereas the character will be on the left edge. What am I missing here?

  • Ok, I looked for a Bug Tracker forum in the Board Index, and must be blind cause I couldn't find it anywhere, so I'm afraid I'll just have to post it here for now. The same glitch happens, you stand on the solid moving block and then fall through the middle of it at random. It happens maybe every third time. It was done in v0.99.62

    http://dl.dropbox.com/u/4075855/Floating%20Solid%20Fall-Thru%20Bug.cap

  • Gotcha, I'll see what I can do about recreating it.

  • So I'm now working on a platform that moves randomly, I've got it set to solid, and I'm using the bullet behaviour to make it move. Then every 3000ms it changes angle randomly. But for some reason, the player falls through the platform, and not all the time. I'll be riding the platform nicely and then suddenly drop through the middle of it for no reason.

  • Yay, I got the ladder working!

  • Howdy all, I'm trying to make a ladder, but I'm really not doing very well. I want to be able to stand on top of the ladder, and have my character be able to jump as many times as I press the button, without falling through. I've got him able to jump, by using the jump command in the platform behaviour, except that it doesn't go the same height as a normal jump, and the only way I can have the character not fall through the ladder when landing is by holding up. There must be a simpler way to do this. Any ideas? Thanks in advance.

  • Perfect solution, Deadeye, you're amazing, thank you so much.

  • Yes you did tell me, and I should've listened. That's a really good idea though, to have a normal wall that gets replaced by the physics wall. You guys are all really really helpful, I appreciate it a lot.

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  • Wow, am I blind or what...

    So I tried using that function, the problem is, the player has no physics behaviour because it screws up the platform behaviour (unless I'm configuring them wrong, which is absolutely possible) so to block the player while immovable, I have the blocks set to solid. I can't seem to find any way to turn off the solid function during play, so I used the collision mode in place of that. So when I used the disable physics collision with object player, they obey the water physics fine, but they still block the player because they're set to solid, and when they're not solid, they don't block the player. Argh.

  • I managed to fix the two problems I was having, though I even notice a difference in the platform behaviour I use as the player. It definitely has a different feel than it did before, so I guess it's just a matter of tweaking numbers to get it feeling smooth again.

    An issue that I'm still curious about, are physics blocks. I've got them loading as immovable, so they block the player. When the player shoots them, they fall and tumble. So that they no longer get in the players way, once they've been shot, their collision mode gets set to none. The only problem with that, is that if they fall into water, they won't obey the water physics, obviously because they have no collision mode. Is there a way to moniter the X and Y components of the physics blocks movement, so that I can have them lose their collision mode when they come to a full stop? Or is there a better way to have them not impede the player after being knocked down, but still be able to obey the water physics?

  • ok, so I tried a test. Your cap worked perfect, thank you for that. I tried to recreate it from scratch in v0.99.62, and nothing at all, Wait does not work in this version of contruct. It can load the wait object, but after that it seems to ignore anything that references it.

    I successfully recreated the wait test in v0.99.84, and it worked great. So now my problem becomes...when I load the cap I've been working on in v0.99.62 into v0.99.84, there are some behaviour problems. I have physics hinges for tilting platforms, and they just fall apart on layout startup, and I also have push blocks that use the platform behaviour and are controlled by player 10, on layout load, they jump AND run to the right.

    So confusing...

    oh, and it seems the wait object doesn't want to function properly in my event sheet, is it possible it's in conflict with the LOS behaviour I'm using with the object I want to have using Wait?

    Here's my cap, saved for v0.99.84

    http://dl.dropbox.com/u/4075855/Brent%27s%20Platformer%20-%20Ground%20Types%20%28SC09984%29.cap

  • That's what I'd thought, but when I do it that way, it doesn't seem to matter. Its just ignores the wait commands and performs the actions immediately, or so it seems. I even tried a ridiculous delay of 5000ms (5 seconds I presume) and the action still happened immediately, so I'm definitely missing something. But thanks all for the help, I'll get it eventually.

  • I must be using Wait completely wrong because I'm getting the same problems with it, as I was without it. Any basic info on using it properly? Sorry for all the noobing out I'm doing here

  • So far so good, I've got all the new plugins I was missing. It'll be fun to have a look and see what they all do. Thanks for the good ideas everyone.