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I've read this thread and looked at the examples for quite some time: scirra.com/forum/platformer-jumps-on-vertical-moving-platform_topic47845_post299944.html
I'm just not satisfied with the first example. You have to press jump once and then once you get to the edge of a platform it automatically makes you jump.
The 2nd example is much different than my game. My character's sprite images...well his feet are not a separate image from his body. So my game is able to work with either one of these.
So I am still stuck at waiting until the platform reaches the very bottom or the very top until I can successfully jump off of it. Does anyone know of a different way?
Thanks in advance
I posted an example here that still works well:
I like your example, but I've tried it over and over for at least 3 hours and cannot get it to work. It seems so simple, but I cannot see what I am doing wrong.
The 1 thing that I don't understand is the "pair" instance variable. How do you get it to say <varies> I have to select either 1 or 2.
hmm upload your capx and we will happy to help you... because it seems the problem isn't from the variable ^^
All <varies> means is the value isn't the same for all the objects.
The "pair" variable is just used to link the platform and the dummy objects. So to make a third platform just add another platforma and dummy and set their "pair" values to 3.
I finally found what I was doing wrong!
It was just a little mix up in the event sheet. I guess when you're tired and working mistakes will be made and difficult to see where th error was made.
Anyway, it works great! Thanks a lot for your example!
I spent hours trying to figure out this vertical platform jump issue.
This solution worked brilliantly, thanks for the example.
Once I updated to the new version of Construct 2 it messed the vertical platforms up again. They are not as bad as they once were, but I was wondering if ROJOhound or anyone can tell me why and what I need to do?
C2 r100 added a fix to the platform behavior so it works with vertical moving platforms. The workaround now clashes with the platform behavior so the solution is to remove the workaround.
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Oh awesome! Thanks man. I'm glad everyone here is so willingly helpful. I really appreciate it.