VertexZero's Recent Forum Activity

  • First, thanks rexrainbow for all of your amazing plugins. I'm using a couple of them and they are a lifesaver!

    Now, I'm a total noob with this plugin and I'm trying to understand this very simple problem. Sorry if this is a very basic question.

    I'm loading a csv file using AJAX and then trying to replicate whats in one of rexrainbow exemple capx files.

    This is my code:

    Problem is that if I use AJAX.lastData instead of the line that is disabled, all I get to see in my game screen is 0 instead of the proper col, row answer.

    What am I doing wrong? Thanks in advance!

    Cheers

    ***I forgot to mention, previously I do a system on start of Layout ---- AJAX Request test.csv (tag "test")

  • Finally got this. Tested it on another capx file, completely isolated and then started adding the mechanics that could be the cause. Then separated combat mode and movement mode in two different groups so I can switch in between them. Now it works great.

    Cheers

  • Actually I have a debugger using text. Today I put into events a system to toggle in between movement and combat mode.

    This helped me fix a bunch of issues that I didn't previously see. The attack animation still need to be activated in a weird way though. It simply stays in frame 0. Anyways, I'll keep delving into this and if anyone got any suggestions it would be more than welcome at this point.

    Thanks!

  • Aren't my instance variables acting like state variables? Sorry, I think I'll need someone to get me out of my mistake here.

    I went thought several fixes last night and this morning. Some variables were still in loop even if the action was over.

    Also I went through a fix of collisions but with no luck. Just the roll and sword attack are triggered just after falling.

    I added to test a inversed isLanded and this wasn't happening for the sword attack. This would lead me to believe thats the error persists within the collisions but I cannot see why.

  • Effregy, yes, latest beta build.

    Katala, thanks! I didn't even think about that. I will check that out.

  • Thanks for your reply, and actually is far from the whole game. These are just the very basic platformer mechanics but I need to show the whole since the problem might be anywhere else and if I do the same actions isolated, they work perfectly.

    Still, I cannot figure out whats causing this. Might be a simple problem of wrong collision, or maybe something else. Ive been trying everything but with no result.

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  • Currently I'm having the same problem with both rolling and the sword attack animation.

    What happens is that the animation is completely triggered only after jumping or wall jumping, and then going into a loop

    I've been reviewing my other states my wasn't able to find whats causing this.

    My capx file, I added bookmarks for easier navigation:

    https://www.dropbox.com/s/p4gs5bf6hovh6xf/test_build.capx?dl=0

    Controls are: arrows to move left or right, up arrow to jump, R to attack with sword and C to roll.

    Thanks in advance.

    Original Prince of Persia, ICO, Shadow of the Colossus, Dark Souls, to name a few

  • Yes, Jeff Skyrunner I agree, but its just that I haven't found a method to move the image point (lets say the origin point) although for now I found a way to workaround. I don't know if this would be an interesting feature to be implemented in future releases.

    Thanks!

  • Hi!

    I was wondering if there's a way to control the movement of an object via an image point. As a second project, I'm working on a small cinematic platformer prototype and the only way to do this was moving the image point manually on each frame since the movement is animation driven.

    Ill post a capx file if required once I'm at home.

    Thanks in advance!

  • Yes, well sort of. But I got it working in another way.

    What I did was add a bullet behaviour to my PlayerDetect so each time I press an input the bullet behaviour is activated and makes the Player move distance x. After its finished, the behaviour is deactivated. Works well for now. Had a couple of issues with other controls but managed to fix it.

    Thanks for your help

  • , Thanks for your anwer.

    So what you mean is that while let's suppose running, if I press down key I should reduce the velocity by a percentage?

    I'll try this and post the results later.

    Thanks!

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VertexZero

Member since 13 May, 2013

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