Snalec's Recent Forum Activity

  • Sounds good. Thank you!

  • Gotcha. I missed that it was comparing distance between the top image point of the bottom Goomba and the botttom image point of the top Goomba.

  • I just took a look at it, and I think I get it. I'm going to try to implement it into my project later and see how it goes.

    One thing I don't quite get is the hierarchy reset section. If I'm understanding the pick condition right, it's looking for the distance between the bottom goomba and the top goombas, and then seeing if the distance is less than two. Isn't that distance going to always be more than two pixels though. I'm probably just seeing it wrong.

    Thanks again. This is really interesting. I'm learning a lot from it.

  • I have one more question. I just implemented slopes into my game, and when the base enemy travels up a slope, the enemies stacked on top of it don't adjust to the elevation change. Is there a way to keep the enemies a certain relative distance away from the base enemy without interfering with the falling mechanic? I tried pinning but there were issues with that.

    Thanks again

  • Thanks! I think I get it now. I really appreciate your help!

  • Awesome! Thank you so much. I have a few questions about it.

    Does overlapping at offset just mean that, in checking that collision, it moves the collision ten pixels down?

    Also, with the formula at the end, I don't quite know all that's happening there but I think I get most of it. I'm guessing the 100 in there is the height of the Goomba. I'm not quite sure about the 10 though. Does that correlate to the 10 in the overlapping at offset condition?

    Here's that formula for reference: lerp(Self.Y,(Self.Ypos+100),dt*10)

    Thanks again!

  • https://www.youtube.com/watch?v=VGKA3khdN7I&ab_channel=ericfortesTV

    Here you go. They don't really do it in this level, but Mario can throw a shell or projectile at a Goomba in the middle of the stack, which would cause the Goombas to fall onto the ones beneath it. For example, if there were five stacked on top of each other, and the middle one was destroyed, the top two would fall onto the bottom two. Hope that makes sense.

  • Hello,

    Right now, I'm trying to implement an enemy stack, where multiple enemies will be standing on top of each other to form a tower. I think lots of games do this, but for example one would be Mario Maker, where you can stack up a bunch of Goombas or other enemies.

    I've tried a few things, but they haven't really worked. If anyone has done something similar before or knows how to do it, I'd really appreciate your help!

    Thanks,

    Snalec

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  • Thanks! Turns out I really didn't need the for each stream condition. Taking those out of all the stream events got the frame rate back to normal.

  • Hello,

    I added water streams into my game that affect enemies and the player depending on the direction they flow. I did this by changing the enemy or player's speed if they are overlapping a stream. I didn't notice frame drops at first, but now that there are more enemies in streams, I'm starting to notice it. I checked debug and I'm dropping about twenty frames. Here's a picture of the events for one of the enemies. I put "trigger once" and "only while on screen" onto all of them but that hasn't seemed to help. Is there something I'm missing?

    Thanks,

    Snalec

  • Got it. Thank you!

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Snalec

Member since 1 Jul, 2015

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