7Soul's Recent Forum Activity

  • Post this in the Bugs section, there's a big chance Tom and Ashley will see it there. Also try uploading your project so they can have a look

    PS: your last image is not showing

  • Every tick:

    --Set objectA position to lerp(objectA.X, objectB.X, 0.1), lerp(objectA.Y, objectB.Y, 0.1)

    Change the 0.1 value to change speed

  • Can you send me a .capx so I can take a look?

  • My Construct 2 "unexpectedly stopped working" and i lost my whole game..

    Welcome to the world of game-making. Do like I do, save every 2 minutes and set up some automatic backups

    For your question though, you'll have to be more specific. Are you using some of the movement behaviors or you just want some plain "move directly towards it and screw the rest"?

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  • I'm no pro, but did you leave any tags open, or used any strange symbols? An symbol in the title maybe? (slash or quotation marks)

  • Try using the Mouse (or Touch) and the Browser object.

  • Check out the Blend Modes and Effects manual page. And take a look at the examples that come with C2.

    You can make a layer that is black, but have round shapes (light) that poke a hole through the black layer, or they can use an Effect to become Additive

  • ^ correct, the image should be by default facing right, which is angle 0

  • If you save your project as a .caproj, I'm pretty sure you can replace the files directly in the project folder

  • For the first question, make a variable called "canJump", and make it so that when the player is overlapping the floor at an offset, this variable is 10 (this number can be changed later).

    Then, if he is not overlapping the floor and "canJump" is greater than 0, make it subtract 1, so it will go back to 0 very fast when it is not on the floor.

    Now the jump event will require this variable to be greater than 0. This means you can jump even if you just left the floor or because of fast moving or bouncing a little.

    With this you can remove the need of the variable "jump" you are using, and make the first event (the 'space is down') work only when "canJump" is 0, which means the player is already jumping or falling

    ---

    For the second one, increase the gravity and the impulse you are giving you object. This will depend on your object's density, so play around with it.

    In an old project of mine, a gravity of 50 and an impulse of 8 is enough for a very fast jump.

  • Maybe just add an option to edit the icon? CC has that (even though it was broken there...)

  • Could you post the .capx? I'd say it's a conflict between the behaviors, because Physics doesn't work well with other movement behaviors.

    Also, using the circle mask for physics wont affect other collision events, only physics collision.

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7Soul

Member since 15 Dec, 2010

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