Kritter5x's Forum Posts

  • I have emailed the original creator asking for a solution or fix, just thought it'd be worth fixing since it is on the website as an example file.

  • I was keen to use the C3 Hook Shot example for a test for something and noticed it had some glaring bugs.

    Basically if you use the hookshot immediately after it drags you, you get sent flying through the ground. Easy to replicate on the very first wall, just walk right, press X to hookshot and then press X again without having changed direction.

    Any idea how to fix this?

  • Yes I have a number of checkpoints with increasing variables around the track measuring positions in the race (which is also used in the Race Track example).

    It works great for checking your position but not sure how to use them to measure going the wrong way, I feel like it wouldn't be very precise?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm making a 3D racing game using the Race Track Example as a base. Everything is working great, but I need to work out how to get it to let you know if you're travelling the wrong way on a race course.

    Like in Mario Kart how if you're going the wrong direction and Lakitu comes down and says "turn around!"

  • I THINK i've managed to get this to work the way I want using families, booleans and possibly some bodging. Here's what I've done anyway.

  • I think I'd rather use the same object and do it with variables honestly, I have too much code associated with the original object.

  • Trying to achieve this without animations.

    In saying that, what you're saying is what I'm trying to do, just not sure on the specifics on how to actually do it properly.

    I'm thinking of it like a spreading fire where one item on fire catches onto other items and sets them on fire as well. I did look up similar examples on the forums and tutorials but couldn't seem to make it work the way I'd hoped.

  • What I'm looking for is to spread a "virus" like effect between 2 (or more) instances of the same object.

    One has the virus, one doesn't but if it comes into contact with the one that does, then it'll spread to the unaffected one.

    If the one with a virus comes into contact with another that has the virus, then obviously there will be no effect at all.

    Thanks

  • You do not have permission to view this post

  • You do not have permission to view this post

  • I had a lot of trouble getting the game to set a unique value to player 2 when I was testing. Not to mention my game requires the ragdoll to be destroyed and re-created occasionally which would result in it getting a new ID and breaking the code I used.

    I also have objects attached to the ragdoll such as a crosshair which would need to be created and used every time.

  • I'm making a simple game using the Physics Ragdoll example from the store but using a controller instead of the mouse and so far everything is going great! But I'd like to add a second player.

    In the past I'd just clone all the objects required, call them object_p2 and then copy the code used for object_p1 and change items and controllers used to suit p2. It works just fine but it is a chore, especially if I want to add a p3 or p4.

    What I'd ideally like to do is use the same objects and code used but be able to apply it to other players but I don't really know how.

  • Thanks a lot!

    I think with all the information here I've managed to bodge together a solution which works pretty well. Now I just need to make a bunch of levels to test it with!

  • Alright I think I may have it working by following your advice, and I also found this tutorial here:

    construct.net/en/tutorials/load-fill-array-json-file-2515

    Still not quite sure on how to select a random tileset yet though but I'll have a play. If you want to make an example at some point though I'd definitely appreciate it!

  • I don't suppose you could whip up a quick example of what you're describing? I managed to get it to save the Tilemap.json but not sure what to do with it from here.