ZeldaVerde's Forum Posts

  • I'm trying to implement gamepad input and, at first, using gamepad index 1 worked fine, but I eventually switched to using "On gamepad connected" and setting a variable I would then use as the index for the gamepad to "Gamepad.GamepadIndex", but it eventually stopped working, and by debugging, I noticed the variable isn't being set. Gamepad works for every other application on my pc, and if I restart my pc, gamepad will work on construct again for a while. What should I do?

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  • Hi ZeldaVerde (love the name) I just tried a little something that might help. This 2 event setup enables double jump only when the player hits the jump input and should work even if you change the input from default to something else since it enables on jump. It disables double jump again once you land. If you walk straight off a platform you get no jump and just fall. I hope this helps!

    Thanks (:! Probelm is, construct's on landed or is on floor is pretty buggy, and it loves to trigger when it really shouldn't for no reason. BTW, can you perhaps speak Portuguese or Spanish? I'm wondering because you apparently understood my name...

  • Would be useful as hell if they could add a feature like that tho. But thanks anyway.

  • I'm making a metroidvania game, and the camera snaps from screen to screen, just like most metroidvanias. That way, it would be very useful if I could display two grids at the same time, one 8x8, for me to place the general objects, and another one 240x135, the size of the screen, or one zone the camera snaps to. If this isn't possible, is there a way to at least display an 240x135 grid while snapping to an 8x8 grid?

  • Clever, I'll try that

  • So, for my platforming game, I want a dashing ability, and I want it to leave a "Ghost Trail" much like Celeste's dashing effect. How should I go about doing this?

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  • I wanted to add double jump to my game, so, naturally, I used the native double jump feature for the platforming behavior, but I realized that if I just fall off of a platform, I can still double jump, and I feel like I should only be able to if I am not on the ground because I jumped on the first place. Is there an easy way to fix this or should I just code my solution?

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  • And here's the correct version of what you were trying to do originally

    very poggers meth, thanks (:

  • Bro, you put so much more effort than needed into making this example you didn't need to do 80% of it and I appreciate it, thanks.

  • So, I'm making a game where the character can shoot bullets, and eventually they'll get a powerup, a triple shot, that will work much like this, and I have been coming up with something, but it doesn't quite work yet. Any ideas?

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  • It works now, thank you so much.

  • Ok, thank you, but when should I add it? On start of layout? On signaling connected? I have no idea. Do I add it every time I join a room?

  • Nevermind, I just fixed it. For anyone wondering, you have to leave the room and disconnect from signaling server (usually) before going thru the usual proccess, unless you just stay connected to signalling and don't try to connect again.

  • Oh, so it actually kicks you, thanks, but then what do I need to do to make it so the player can join another room again?

  • So, I've been making a multiplayer game, and, as expected (of course), when the host leaves, everything synced freezes for the peers. The problem is that, after this, these peers can't join a new room and I have to restart their game. Anyway to solve this?

    Thanks in advance, this community is awesome and always helps me a lot.