Wolod's Forum Posts

  • It might have to do with the timedelta being very high for the first frame due to loading and such. Go to the application properties, runtime properties, advanced, and set the minimum FPS to something like 30. That might fix it.

    It seems to be working! Thank you so much Arima!!! BTW game is called Twisted World. I'll continue the beta-test for a few days and then will post it on the forum. Don't miss it if you like Metroid, Super Mario, Contra and Meat Boy!

  • I've almost finished my adventure/platformer game and encountered a strange bug. My enemies have platform behavior and sometimes when I use run layot or run all function, after new layout starts they fall through platforms with "solid" attribute. But when I run game under debugger there is no such bug. Is it a Construct bug? And how can I export my game to .exe, but make it work like under debugger?

  • I prefer jetpack because if gives me more freedom in movement

  • My native language is Ukrainian, however I can speak/read/write in English and Russian. Also I can understand Polish roughly because lots of tourists from there are coming to my native city every month. We had some good times chatting with each other <img src="smileys/smiley1.gif" border="0" align="middle" /> (slowly and trying to understand what each of us is trying to say) <img src="smileys/smiley4.gif" border="0" align="middle" /> And English was very helpful in that case I must admit. Well that's it... Oh! I almost forgot I use Google translate sometimes to get meaning of some specific technical therms. Now that's all folks!

  • It is working for me too now, after I've added event in which after the start of layout player activates platform movement. Probably it is just a minor bug on my system...

  • In my game player can crouch and slide. While he is ducked his movement speed is decreased with the formula "player[Platform].VectorX/1.5" It is working perfectly in the first layout, but when I move to second that speed is decreased dramatically. However when I return to the first layout everything is fine again.

  • You have my eternal gratitude newt!!!

  • Hmm, now it looks like a bug with the LOS behaviour. I've had similar problems in my game using LOS

    Maybe have a variable "HasLOS" for each object, then check if that variable is true. Then, outside of the for loop have the condition "En6box Has LOS to Player" and action "HasLOS = True" and then another condition below "Else" with action "HasLOS = False".

    Crash anyway

  • > I've got it! The problem is in spawn another object event! It seems that only one enemy could be a "bulletspawner" at the same time! Any suggestions how to fix it?

    >

    Create a "For each object" loop and select the shooters. Then put your shooting event inside of that loop. This will make each enemy shoot when they have LOS.

    It causes crash! Debugger tells me that it may be bug in Construct...

    By the way here is a screenshot with my event

    <img src="http://img863.imageshack.us/img863/9876/13818243.png">

  • I've got it! The problem is in spawn another object event! It seems that only one enemy could be a "bulletspawner" at the same time! Any suggestions how to fix it?

  • Its probably because line of sight doesn't work well with multiple instances.

    Since this is platform, and you probably only need a single axis to compare, try the overlapping at offset condition. Like ranger is overlapping at offset enemy 30x 0y.

    Then -30x 0y for the left side.

    If you do need both axes then you can use distance(x1,y1,x2,y2), but you may need something else to pick.

    I tried that but situation is the same

  • Can you post a screenshot of that situation? It sounds like they are blocking each others line of sight if they are all solid and your line of sight behaviour says to collide with solids.

    They are not solid<img src="http://img109.imageshack.us/img109/86/40666126.png">

    The left one is shooting second bullet on this screenshot while the right one isn't shooting at all.

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  • Problem with pushing animation was a Construct bug under Windows 7 I think. I've just put inverted events and it worked! However now I'm using XP, so maybe that was the reason

  • In my game there are enemies who attack in melee and rangers. Melee opponents work just fine but I've encountered problem with rangers. I'm using Line of Sight behavior for targeting and attacking and Platformer for movement. If there are several rangers near the player instead of all only one of them attacks. What is the reason?

  • It is working properly now. This problem was a usefull experience I must admit.