Waltuo's Forum Posts

  • The demo link works fine but the store link doesn't, at least for me.. also can't see the template on the list when browsing the newest additions there.. I don't know, maybe it just takes some time to show up/get approved. Anyway, hope you get it sorted out!

  • Link not working / not showing at the Store.

  • Thanks for the replies, unfortunately my game uses solids heavily so I'm still trying to figure this out. I also use platform behavior for some enemies and if I disabled their collisions or disabled the solids they're moving on they'd just fall from layout. Can families be used to solve this somehow? Is there any example how this could be achieved/workaround?

  • How could I make my character with platform behavior only collide with objects/enemies on the same layer? I have quite a lot of different objects that need to be on multiple layers and I'm looking for an efficient/elegant way to solve this without making tons of events for all the different objects. I think it might be easier to disable collisions on the character itself as needed (rather than try to manipulate everything else), but if anyone has any other ideas or has tackled similar problem before I'd love to hear your thoughts on this. Thanks a lot in advance, any help is appreciated!

  • Hi, I need to change the opacity of multiple layers at once. I have objects on more than 1 layer (for various reasons) and I want to change the opacity on all of them. Ideally I'd want them all to change as if they were just one layer (as if merged together), so if I set the opacity to say 50%, I see just the background beneath and everything else at 50% (instead of all the layers beneath showing through each other at varying opacities). This image illustrates better what I'm after:

    https://dl.dropboxusercontent.com/u/163 ... ity_c2.png

    Can anyone think of a good way to achieve this in C2 (is it possible to somehow group the layers together for example), or is my best bet trying to shove everything on the same layer in order to make it work?

  • What is this sorcery?!?!!

    I desperately want to see this turned into a game, this is excellent!!

  • ..

    Thanks MadSpy and sorry about the late reply, I've been very busy with work and have not had much time for game dev last couple of weeks, sadly Hope to get back to more active development soon! But I just tried and that seems to work and fix the issue I had with the enemies, so thanks a lot!:)

  • I'm trying to have the enemies in my game jump every X seconds, based on individual value set on each enemy. The enemies use platform behavior (well, PlatformPlus to be exact) and I added an instance variable to the enemy sprite to control the frequency of the jump. ("every ENEMY.frequency seconds" -> "ENEMY simulate PlatformPlus pressing jump")

    This works with one enemy, but when there are multiple enemies they all jump based on the frequency value on the first enemy, instead of their own. I tried adding "for each" condition but that only resulted in the first enemy jumping and the other enemy standing completely still. I've probably overlooked something here as there must be a simple solution to this, any help would be greatly appreciated!

    Also, I would like to have another instance value for the enemies for delay/offset seconds (so if for example two enemies have their jumping frequency set to 4 seconds, and the other one has delay set to 2 seconds, it will wait 2 seconds before proceeding to jump whereas the first one with delay value of 0 will jump instantly. What would be a good way to implement this kind of behavior? Thanks in advance!

  • Thanks for the quick reply! That's how I've tried to do it, I have a triggerbox1 pinned to the lift platform to count the objects overlapping it (to add as weight) and triggerbox2 to the side to prevent the objects interlapping only barely with the lift and still counting towards the weight.

    This is working so far as it should, counter adds the weight when objects overlap with triggerbox1 only and substracts weight when not, but problems arise if there's an object next to the lift and other objects are stacked over it, as demonstrated by this mockup picture:

    As the upper objects are overlapping with triggerbox1 only, they still add to the weight counter, even when in reality their weight is not on the lift platform at all. I probably need an instance value for boxes to state whether they're standing on the lift or not or something. Not sure yet how to approach it, but if any suggestions come to mind as to how to fix this I would be very happy to hear about them:)

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  • I'm trying to implement a weight scale-style platform in my game where when enough "weight" is on the platform it will go down, otherwise it will go back up. I'm not looking to mix physics behavior (or realistic life-like physics) in this project so I'd preferably like to find a way to set this up differently. To be more clear, what I want is just a platform that will go down if 3 boxes or player and 2 boxes are over the platform. I would need it to also work in cases when boxes are piled up over one another on the platform or when player is standing on a box that is on the platform, as long as the needed "weight" to move the platform is reached.

    I have a hard time figuring out the event logic to make this happen. I've tried using hitbox and instances to add/substract from the weight but can't get it to work as I'd like. I'm not sure what would be the best way to get the platform to react also in case the weight is piled up over one another and not standing directly on the platform. Is this even practical to try without physics or is it just better to try and go with physics instead? I've had some problems with mixing physics and platforming behaviors in the past so I'm hesitant to use it unless I have no choice.

    Anyone have any advice on how this could be implemented? I'm a bit stuck at the moment and thankful for any possible help!

  • Thanks a lot for the help, it's much appreciated!

    I will try your suggestions and hopefully get the issues sorted out. Thanks again!

  • Hi, I have a couple of problems I need help with.

    1) I'm making a game where I have multiple (let's say 3) instances of an object and have those objects be affected by individual hitboxes for each. All objects need to be able to be affected separately by Player hitting the hitboxes, but I also need an event that activates only when all three objects are at their correct values (defined by different instance variable value set for each object). Basically, when player hits the hitbox for an object it's value will increase by one and only when ALL 3 of the objects are set at their respective correct values, an event will activate.

    I've defined instance variables to the hitboxes and objects so that when they match, the hitbox affects the object with same number, and that works just as planned. But how do I make the game check that all three instance variables (with different values each) are right before activating the next event? Right now, my events activate if only one of the objects is at the correct value. What is the simplest and best solution to fix this?

    2) I have enemies you can jump on (original, I know) and they will get estroyed. At start of layout I spawn hitboxes for each enemy and when player collides with it (and platform is falling), the enemy and hitbox will get destroyed. All well and good and working right, until I have two enemies next to each other and player hits both enemies on landing. In that case I'd want both of them to get destroyed, but what happens is the player dies instead (like they are touching the enemy and not the hitbox). If I disable the "platform is falling" event then when colliding both enemy hitboxes get destroyed but it only destroys one of the enemies. I suspect others have had similar problems before and there is an elegant solution to solve this situation, any advice?

    3) I have multiple doors in the layout. When player enters door 1 he spawns to door 2 coordinates in the layout. When he goes through door 2 he gets back to door 1 coordinates. But what if there are more doors in the layout, let's say also doors 3 and 4 which lead to one another. Doors have individual instance numbers each but I'm having trouble comparing and picking automatically the coordinates of the target door to go to. What's the most effictive way to make this kind of system without unneeded clutter in events, tedious setting of coordinates by hand for each level or cloning objects?

    Thanks a lot for any help, it is much appreciated!!