calminthenight's Recent Forum Activity

  • Hadn't done this before so I tried a few things. Super bloated and a bit glitchy when contacted on 3 sides but: 1drv.ms/u/s!AkmrWgxeuxlKhIc_qW9yEDAD-aQV6g

    There's got to be an easier way.

  • In your physics properties for each object, enable the "bullet" setting. This enhances the collision detection for physics objects.

  • I don't understand what you are trying to do with signals. I think I would need to see your project to understand.

  • I think you're looking for the "on animation finished" trigger. It can be found in the animation conditions section of your object

  • If you are looking to set the rotation based on the angle between your sprite's imagepoint 1 and the mouse, use the solution that jobel gave but change the sprite.x,sprite.y to sprite.imagepointX(1), sprite.imagepointY(1)

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  • Post your project file so it can be diagnosed

  • Your function that repositions the Vara does not know which specific Vara you want to move because you have just told it to move all of them when the function is called. If you are picking a specific instance of an object and you want to do something with that instance only, you need to put the actions within that same event or sub events after the picking has happened. Alternatively you can tell the function which instance you want it to affect but to do that requires extra steps and passing the instance UID as a variable into the function.

    Easy option. Delete events 4,5,6&7. As a sub event under Event 2, add in the Vara is overlapping Collision condition (that was previously event 7) and then add the Vara set position to MenyBlock action (from the function) into that event.

  • In the timeline properties set it to loop

  • I can't replicate that issue, I can see the variable values tweaking slightly as they try to reconcile the movement but it never results in more than a 1 px change from the original position of the viewport to either the right or left. I wouldn't worry about it considering it's unlikely to come up during normal gameplay unless someone was specifically trying to do it.

  • First step is too ease up on those caps.

    Second step:

    On your ValPlayer object in the 8-Direction settings, untick the use default controls option.

    Then you can make the events for your movement control and add any conditions into them. Something like:

    On 'left arrow' is down

    &

    Animation "punch1" is not playing

    &

    Animation "punch2" is not playing - 'ValPlayer' Simulate control left

    On 'right arrow' is down

    &

    Animation "punch1" is not playing

    &

    Animation "punch2" is not playing - 'ValPlayer' Simulate control right

  • Alternatively you could use the solid behaviour and compare player 1 height to player 2. If one is higher and jumping you can set solid disabled on the other to avoid the other player platform issue. Once the jumping player has landed if their X positions are overlapping you can move both players away from each other.

  • When you open Construct, on the home page there will be some demo projects displayed. Look for one called "Glokar" it will help you understand what to do. If it is not on your homepage, type "glokar" into the search bar.

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calminthenight

Member since 28 Jan, 2018

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