mikehive's Recent Forum Activity

  • It may help to work out exactly what your cutscene should look like and plan out all the stuff that happens, so you're clear on what exactly you're going to ask Construct 2 to do. Preparation helps a lot, making up a cutscene as you go can get confusing real fast

  • Platform > On Landed is a trigger condition, meaning its events only happen on the one frame that it is true. At the moment your code thinks you only want to see the run animation at the exact brief instant you land on the floor.

  • Hey, every puzzle is obvious once you know the answer. It took me a while to figure out as well

    It's not so bad! The hard part of debugging is mostly a matter of working out which system is misbehaving. A big complicated game will have a lot of systems, but most of them won't pertain to a particular problem. It's not as hard as you'd think, so don't be scared

  • Took me a while to figure it out, but your level layout is using the wrong event sheet

  • Or perhaps check your collision polygons to see that the ship isn't getting stuck 'in' the wall or something.

  • You can do this by assigning events to the Joystick's Y axis only.

    For example:

    Right analog Y axis < 50 ---> Set gun angle -10 pixels

    Right analog Y axis > 50 ---> Set gun angle +10 pixels

    (I made the numbers up, you'd have to test and tweak it to get it behaving the way you like, and maybe swap the conditions / events round if you wanted inverted gun control or not). Not sure what method you are using to angle your gun so just modify that part of the code to make sense for your game engine.

    I set the analog deadzone to 50 because I hate twitchy analog sticks, I think it's nice to have the stick only register input when the player has pushed it at least 50% off kilter, but of course change that if it's not right for you

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  • Can you upload your .capx ?

  • Yeah, that's gonna be hard. I can't think of a good way to do that without it being waaaaay more trouble than it's worth, right now. But I'm thinking about it! Let me get back to you if I come up with a solution. As Conker says, it will most likely be some combination of blend modes or effects and perhaps masking.

  • Mmm! Perhaps somebody will contradict me and we'll both learn something, but... to my knowledge it's not possible to do that

  • I suppose you could compare the Y coordinates of the player and the wall and check if the ceiling is within 10 pixels or however many.

    OR! This is probably a better idea. Make a small invisible collision object and Pin it a small distance above the player's head. Then you just have to test if that collision object is overlapping any walls when performing slides.

  • What about have an invisible collision sprite covering the space under the narrow wall, and test if the player is overlapping it?

  • Okay, so what if you set it up so that while slide boolean is true > every frame the player is under the wall the deceleration is set to 0 or 1 (or something really low) > else deceleration set to whatever you have it set at now, so that they move at constant speed until the end of the wall and then begin to decelerate on leaving?

    Haven't tested, but just spitballing ideas

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mikehive

Member since 13 Jul, 2015

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