dupuqub's Recent Forum Activity

  • Has anyone ever faced this problem?

    It looks like the engine keeps ejecting me updwards, I even tried forcing my character's position to go farther to the side and down, but still, the engine ejects me upwards, unless I make it completely forced, and then it just looks like the character teleported down.

    This is not my only issue with moving platforms, but I'm extremely hopeful someone can enlight me on this specific issue, otherwise I can't think of any solution unless changing to some engine I can hardcode the collision behaviors.

    As a side note, has anyone ever hardcoded their own collision inside construct? I have coded my own collisions before, but not using C3 engine, and I worry about performance.

    I was considering going for something like P5.js hybrid inside C3.

  • As you can see in the gif, my character at times just changes sides from this moving solid object.

    The object is using "MoveTo" and "Solid", and my character has "Platform".

    I've been looking at for three days and can't seem to fix it.

    I changed the movement to tweens and it kept glitching, I used Timelines and it also glitched.

    I understand this is like a "solid ejection" like my character is somehow overlapping the moving solid, but when I check for overlapping triggers, nothing pops out.

    And also the gif clearly shows that the moving piece is very slow, so it boggles me even more.

    I'd appreciate ANY feedback, thanks in advance.

  • So, it's not a bug!

    Timelines execute before all the behaviors and "every tick" triggers.

    I should've used Hierarchies instead of Pin.

    Diego explained it to me in the link below if anyone's interested:

    github.com/Scirra/Construct-bugs/issues/7804

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  • I even added a Pin to the wall, but the platform behavior keeps checking that there is no wall on the sides of the character (hence why it falls).

    So, is there any fix to it? is this a bug? am I doing something wrong? like, I can't make its position more precise than the "pin" behavior... I'm at a loss here.

    EDIT: just reiterating, the moving wall is moving because of a timeline.

    EDIT 2: I made this small example to showcase the issue.

    drive.google.com/file/d/1n_7iUmlSYrgr2DIYt_Zr1Rf2E0gQ6DZl/view

    EDIT 3: Also, as you can see in the example, after you are pinned to the moving wall, if you jump when it's moving away, you perform the jump normally, but if you jump when the wall is moving facing you, then you hit your head below it, so that I think illustrates a lot of the problem where I think there's a mismatch between registered positions from the "every tick" trigger and the "timeline" movement.

  • I've a very specific problem, a character wall climbing a moving wall.

    Consider this wall is moving away from the character, but I want it to still be connected to it.

    Well, I read the walls position and reassign the position to my character, but it seems that the position I get in something like "Wall.X", is actually the previous position (i.e. the last tick).

    Am I correct? Does the Timeline animations happen before or after the "Every tick" trigger?

    I appreciate any feedback, thanks in advance.

  • dop2000 do you mean to tween only the values and then set these values to ImageWidth?

  • thats a nice solution, but another one I used was having a static invisible object for hovering and then tween the visuals. Your solution seams cleaner though.

    EDIT: Nevermind, I just realized another major difference is that I save the name of the entity being hovered as a variable whenever the hover recognizes a change, and then I reset all my tween appearances, so essentially Im changing everyone's tweens at every change trigger. I'm embarassed to show the complete size of this function, but this is part of it.

  • Will the next beta drop with this fix? My current project is essentially a bowl full of timelines and timescales.

  • super dope game! 10/10

  • So, theres this cube moving linearly across the screen using a timeline, and it dislocates about 10 pixels in the X axis, and about 3.5 pixels in the Y axis.

    Consider these values represent timescale = 1.

    So, to my surprise, when I set timescale to 0.5, it actually makes the dislocation in both axes to be a quarter, and not half.

    I know my brain is probably not mathing right, but can someone explain to me why? Im very confused.

    For anyone interested in seeing the example running:

    drive.google.com/file/d/1kKKSs1NWihDnfvbXudm2XPHklDcwFRBG/view

    Thank you in advance

  • I believe this problem only happens when the mouse, while holding the sword, moves outside the viewport and then moves inside again. I don't know what internal processes are happening in the physics engine to make this weird glitch, but when you go fullscreen the issue is not present anymore (since the mouse can't leave the viewport), so maybe it is not a big problem.

    I couldn't find a way to solve it though, I'm sorry about that.

  • its the speed in the animation. Change it to zero.

    You ask to select only if "frame = 0", but the animation starts and changes to the frame 1.

    :) cheers

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dupuqub

Member since 4 Aug, 2019

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