Dan Medeiros's Forum Posts

  • 7 posts
  • The most common way, I think, is to use physics. On the example browser, look up the example "Physics: Distance Joint" and "Physics: Vehicle". Those should help you with learning the needed concepts.

    If you want a more traditional look — non-physics based — then you can use hierarchy. Here's how you can do it with hierarchy:

    Create the following objects:

    • 9-patch "Rope"

    - make its graphic a square filling up the canvas

    - On the layout stretch the object horizontally

    - set its "Origin" to "Left"

    - add the behavior "Sine", "set Movement" to "Angle"

    - rotate the object to make it start upright

    • Sprite RopeGrabDetect

    - make it a circle

    Events:

    When the rope is created, attach a RopeGrabDetect object to the rope.

    Event: Rope > On Created

    - Action 1: Create Object > RopeGrabDetect, X = Rope.BBoxRight, Y = Rope.Height/2

    - Action 2: Rope > Add Child > RopeGrabDetect

    Attach the player when it collides with RopeGrabDetect.

    Event: Player > On collision with RopeGrabDetect

    - Action 1: RopeGrabDetect > Add Child > Player

    - Action 2 (after the previous action): Player > Set Position > X = RopeGrabDetect.X + (adjust to your liking), Y = RopeGrabDetect.Y + (adjust to your liking)

    Hi, thanks for the reply! Maybe I'm doing something wrong, but I can't get the RopeGrabDetect to follow the Rope, nor the Player to get attached to the RopeGrabDetect. That said, this type of mechanic will probably be useful in the future, but what I was actually looking for is a mechanic in which there is a static point for the player to swing itself, be it by coming in close range or by shooting a rope to attach to the point.

  • Hi! I would like to implement a swing mechanic similar to Mickey's Magical Quest (SNES) hookshot power-up. The idea is that, initially, the character would only be able to swing by coming in close range to the "block" from where they'll hang (like Mickey's hook ability in the second installment of the series); later on the game they'll level up the tool to be able to shoot it from a distance exactly like Mickey in the first game. I'm still new to the engine, so I tried a few tutorials of swinging objects but to no avail. I would appreciate some light on this.

    This gif shows Mickey using the hookshot in the first game: cdn.capcom-unity.com/capcom-unity.com/user/gregaman/55d7ad15b06fef56213089dc38617d2a.gif

    This gif shows Mickey and Minnie using the hook at close range in the second game (If anyone knows how to make this diagonal slide I would also appreciate it but it's not the focus for now): i.pinimg.com/originals/38/02/ab/3802ab0bdd37acbcf399412247cbb9fe.gif

  • Dan Medeiros, check it: construct.net/en/free-online-games/launch-sliding-boxes-83696/play

    Oh my, exactly what I needed! Thank you so much!

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  • For some reason the link to the video got lost, but here it is: youtu.be/uhZdr2BCo1M

  • Hi! So, I'm trying to replicate this mechanic from the Mickey's Magical Quest (SNES) series where the player can grab blocks or enemies and throw them. Blocks roll until they find an enemy or a wall and then are destroyed; enemies keep rolling through blocks (destroying them) and can bounce back on walls up to three times until dying. You can check it out here, there's a specific time selected already:

    I've managed to program the blocks to be picked up and thrown, and the enemy can also die from being hit by a block or if the player jumps on their head. The rest, I have a slight notion of how to do. My issue is with slopes. As we can see in the video, when Mickey throws a block or an enemy, it moves along the terrain, including going up and down slopes. The way I've done slopes in my project is by manually editing the slopes' hitboxes on the tilemap object and the blocks have both Bullet and Platform behaviors so that it clings to the terrain and keeps on moving. When arriving at an uphill slope, it simply stops. I'd love some ideas on how to solve this, no matter how difficult (but keep in mind I'm a beginner T-T).

    Here are the events on catching and throwing the blocks:

  • Move these two actions into event 23:

    > Wait 4 seconds
    LargeE Set Weakened to false
    

    This solved, thank you so much! I have also tried adding the Timer behavior to the LargeEnemy and replacing the System Timer action to the behavior Timer, and then set an event to revert the Weakened state On Timer, but it didn't work, the enemy got stuck in the Weakened state. Do you have any idea of what it could be?

  • Hi everyone! I'm new to Construct 3 and I'm exploring its features before taking on bigger challenges.

    I was trying to make a "weakened state" system for an enemy in which we can either jump on its head or throw a block at it to make it weakened, and then we can do any of those actions again to kill it. This part is working as intended, but the issue arises when I let the Weakened timer run out (4 seconds) and try to weaken it again. For a little while, it simply doesn't work or it works for less than 4 seconds.

    Weakening by block:

    What happens when the enemy is Weakened and when it's not:

    Weakening by jump:

    I would love if someone could shed some light onto this.

  • 7 posts