jobel's Recent Forum Activity

  • buy a refurbished laptop for $300

  • yeah Magistross is probably more accurate.. I'm still thinking in the 90's

  • you could just run a test.. but I would imagine it's an unsigned integer..

    approx 4 billion

    https://msdn.microsoft.com/en-us/library/296az74e.aspx

  • yup I do the same...

  • I would expect on the start of your layout if Random() doesn't produce a 1 or a 2 then those triggers would not happen.

    Are Family Objects being destroyed a lot? i.e. is that OnDestroyed event being triggered a lot?

  • Fimbul is this behavior still supported? I'm having issues with the values of the behaviors "moving angle" its not the same angles that C2 uses.

    Moving in the RIGHT direction with the Spaceship behavior returns an angle of 180 whereas C2 considers this angle 0

  • well the further you click away the faster the player moves along the X... so it must be redrawing it inside the wall since you aren't using a behavior like CustomMovement, meaning it's happening before the other behavior logic.

    so yes limiting the x to a certain amount may work.

  • in addition to LittleStain 's solution, I would have the Waypoint.X expire after a certain amount of time..or something like that..

    because if you Touch/Click way across the screen, when you come off the wall (after sliding down it) the player goes rushing over. So maybe OnOverlap Wall you shut off the Waypoint.X lerp logic..

  • By the way, you might want to put your sprites (especially the walls) on pixel coordinates instead of inbetween pixels..

    is that why there's sometimes overlap? I was wondering that..

  • I've been messing around with it... I think it's because of your Waypoint.X The code is still trying to get to the X over and over and is trying to get through the solid..

    I noticed it depends on how far over you click which determines the speed of which it shoots up the right side, or shoots down the left side

  • desktop.. yes you shoot up the side, I just thought that was because I had my mouse up..didn't really notice it. but now that you mention it...

    I noticed you have the camera lerping inside fly=1 or fly=0.. I think that should be outside of that logic and should always be happening - meaning the camera should always follow the player no matter what logic happens..

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  • the only glitching I see is when you are touching more than 1 solid at a time.. otherwise it seems solid.. (no pun intended)

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jobel

Member since 27 Jul, 2013

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