InDWrekt's Recent Forum Activity

  • Physics objects are only affected by other physics objects. Your player is not a physics object so it can't affect the block. If all you need to do is, push the block off the edge, there is an easier way to handle it. Take a look at this:

    youtube.com/watch

  • It's a simple fix. Your land tiles just need to have the physics behavior with the immovable property checked.

  • C3 has a built in example project called Invert Gravity Platformer. It shows how to swap gravity like in the video.

  • On display, pass the value into the int function. An int cannot have decimals but doesn't round.

  • Not sure what you find confusing about the drift recover. I'll try to make it more clear. The drift recover value is how quickly the direction the car is moving "catches up" to the angle the car is facing. What this means is, when the car is driving straight and turns to the right, it rotates its angle more quickly than the move direction changes. The default value for steer speed or the speed the car angle changes is, 225 degrees per second. The default drift recovery is 185 degrees per second. So, the default car object drifts and it takes almost a forth of a second for the car movement to match the angle of the car. To give the car a more noticable drift, you just need to set the drift recover value lower. A lower value makes the move dirction "catch up" slower so the drift lasts longer.

    Try this, create a brand new car object with all the default values. Then, change the drift recover value to 50 and test it out by driving in a circle. You should see a rather drastic drift.

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  • I built this example for a different forum question but it makes use of the caontainer as lionz said. Take a look.

    drive.google.com/file/d/1vObtjdJppTivblySf-rn0Vx4bUH2fYTn/view

  • In the animation editor, click this icon:

  • On jump, check the direction and set it as a variable. Disable the players controls. Then, given the direction variable say: while not on the ground, simulate control left/right. When they land, re-enable player controls.

  • Getting a day night cycle that looks impressive can take a ton of work. However, to get one that is passable and doesn't take too much effort in Construct, you can use the built in sprite color property. Take a look at this example I built for you. It just uses the day image you posted.

    drive.google.com/file/d/1p129DlOodbgRlcilLy9AfO0drwv8fRMu/view

  • Your solution should work fine. I would suggest one thing to make it a little better. Give the walls a path cost. A path cost doesn't stop the pathfinding from trying to go through the object. What it does is try to find an "easier" route that isn't too much of a detour. If there is a clear path, it will use that path. If there isn't one, it will try to go through it.

  • It's a good start. Could definitely use some refinement. Here's a couple things that you need to look at:

    1. The foxes hit box seems a little off. In places where it doesn't look like I should be touching the spikes I am and where I should be, I'm not. Also, in places where I try to jump from a lower platform to a higher one, I seem to get caught in a weird way.
    2. The ground tiles don't line up on the side so there is a jarring break where they meet. Take a look at the image below. The top is your tile and the bottom is a modified version lining up the edge.
    3. The difference in resolution between all the sprites is VERY distracting. I would suggest picking a single resolution and sticking with it.
    4. The spikes aren't lined up with the tiles causing weird overlaps between them, the ground and other spikes.
    5. The Red and Blue buttons on I believe the 3rd level don't seem to reset when restarting the level.
    6. The level with the Red and Blue buttons, I can drop straight off the first platform and skip the rest of the level and the Boss level. Not sure if this in intended but it doesn't seem right.
    7. The restart button on the Boss level places the fox back at the beginning and the boss back in it's start position but the boss doesn't actually restart. It just stands there unmoving.
    8. The second level after the boss, if you fall off the platform, you fall forever forcing you to restart the entire game. This is also possible in part of the level right after the boss. Just drop to the platform below the gray bar and you can fall forever.
    9. The restart button at the end of the game doesn't appear to do anything.

    As I said starting out, it is a good start. You've got a bit to go before it can be considered a finished product.

    Edit: I just noticed, the Red bars behind the boss (Lasers?) also don't stop the player from passing, just like the wall with the buttons.

    Edit 2: It looks like the fall for eternity issue can actually happen on any level. Just walk off the level to either side. If you want to test this, just start the game and walk left off the screen instead of walking right.

  • Menu - View - Bars - Properties Bar

    Clicking this will show the Properties bar as a floating dock. Just drag it to the dock location you want it (default is on the far left sid of the screen).

InDWrekt's avatar

InDWrekt

Member since 19 Sep, 2011

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