Prominent's Recent Forum Activity

  • okay, here's a capx I put together showing how to do it.

  • You have to check the space between the gun and the mouse to see if the wall is in the path of it.

    One way is to use a For loop and calculate the floor(distance(gunx,guny,mousex,mousey)) as the max value for the For loop.

    Then in the loop, use the loopindex("nameofloop") expression while you check if a position is overlapping a wall. Get the angle, and then the distance to check from gun will be the loopindex("name")..

    If it overlaps, then you have the position to stop the laser and you can stop the loop.

    You can also divide the distance by 5 for example if you don't want to check every position, but then you have to multiply the position by 5 when you check if overlapping.

  • v1.2 works with latest Construct2 (tested on r206)!

    Alex's Platformer Template — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-fr ... mplate-406

    Platformer Movement TemplateIncludes features:rope grab, climb, slide, dropledge hang, climb, dropwall jump, slideanimations that correlate to all these actions.Easy rope creation (just place one object "alexropeOrigin" that has instance variables for number of rope segments, length, slippery boolean(if rope should be slippery), etc).Also add "alexropeEnd" objects if you want the end of the rope attached, and match the rope instance variable to the ropeID instance variable that is set in the alexropeOrigin object.UpdatesBuyers will be allowed free access to any new versions of this product.

    Use this topic to leave comments, ask questions and talk about Alex's Platformer Template

  • Thanks- after cleaning up various things I've submitted it to the store, so hopefully it'll be available soon.

    I plan to create a list of other features to implement in the future (people who've bought it will be able to upgrade at no cost), so if anyone has suggestions, feel free to let me know.

  • I'm working on a Platformer Movement Template that includes features such as:

    • rope grab, climb, slide, drop
    • ledge hang, climb, drop
    • wall jump, slide
    • animations that correlate to all these actions

    Easy rope creation (just place one object that has instance variables for number of rope segments, length, slippery boolean(if rope should be slippery), etc).

    Here's a gif:

  • oops, sorry about that. for some reason I had thought the layers were shared across layouts.

  • Problem Description

    Text object set to global, changes layer when switching to another layout, when it should stay on the same layer.

    Attach a Capx

    [attachment=0:tbkygg21][/attachment:tbkygg21]

    Description of Capx

    Shows the text layer change in the debug when switching layout after hitting a key.

    Steps to Reproduce Bug

    • run debug
    • look at Text's layer property (should be set to "gui")
    • hit a key to change layout.
    • check text's layer property- it has changed. t

    Observed Result

    The text object changes layer.

    Expected Result

    The text object should remain on the same layer.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    windows vista, sp 2

    Construct 2 Version ID

    r178

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  • Okay, I suppose that's understandable..

    The workaround that I went with was to use a separate object with the jump through behavior, and place it over the platform below and make it invisible- it adds an extra step to level designing, but it's workable at least. I prefer this solution over changing my character's collision box, since that might effect other situations related to that.

  • posted a capx here:

  • I just tried what you suggested, but that doesn't fix the issue. It still falls through the second platform.

  • Problem Description

    I use the jumpthrough behavior on a tilemap so that each tile can be fallen through. If I have two floors separated by one tile, and the character is taller than one tile, then it'll continue to fall through both platforms because it is waiting until the character isn't overlapping to reset the fallthrough.

    It should be designed to only take into account the bottom of the character collision box (the part touching), rather than the whole collision box. Also it should only take into account the top of the platform collision box (which could be different depending upon the orientation of the object).

    Attach a Capx

    [attachment=0:18l4hbkv][/attachment:18l4hbkv]

    Description of Capx

    Sprite with platform behavior and tilemap with jumpthrough behavior, setup so that bug occurs.

    Steps to Reproduce Bug

    • Press down arrow to fall through platform.

    Observed Result

    Sprite falls through two platforms.

    Expected Result

    Sprite should only fall through first platform.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    windows vista, sp2

    Construct 2 Version ID

    r178

  • That wouldn't fix the issue.

    I use the fallthrough behavior on a tilemap so that each tile can be fallen through. If I have two floors separated by one tile, and the character is taller than one floor, then it'll continue to fall through both because it is waiting until the character isn't overlapping to reset the fallthrough.

    So this is a bug with the fallthrough behavior in my opinion. You'd think it would have been designed to only take into account the bottom of the character, rather than the whole collision box.

    I guess I'll post this in the bugs..

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Prominent

Member since 28 Apr, 2012

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