dop2000's Forum Posts

  • To launch the boomerang, apply an impulse. Then, maybe after a short delay, start applying force in the opposite direction, on every tick.

  • Why do you need Physics here? You should avoid using Physics with Platform, Solid and other behaviors, it can cause all kinds of problems. This is clearly a platformer game, you should remove Physics. If you only need it to "freeze" dead enemies, you can simply disable Platform behavior.

    Also, you have some logic problems in the code, I didn't check everything, but events like "Enemy Health<=0, Trigger once" are wrong. Trigger once doesn't work per instance. If one instance has Health<=0, then this event will not be executed for other killed enemy instances.

    Since you are disabling collisions, you can change this event like this:

    Enemy Health<=0
    Enemy collisions enabled
    .......Enemy disable collisions
    .......Enemy disable Platform
    .......Enemy Set animation to "Death"
    ........
    

    Same with Player sprites.

    Besides, there is a mess with collision polygons in your animations. They all are different sizes and shapes. As a result, when animations are playing, collision and overlapping checks will not work correctly, on one frame player may overlap an enemy/obstacle, on another frame not.. It's recommended to use an invisible sprite with Platform behavior, with a single frame and rectangular collision polygon. And then you pin your animated player/enemy object to that sprite (like skins).

  • The best solution would be changing all graphics, to make sure that all images are at 0 degrees (facing right). You can easily do this in Construct, no need to re-import all sprites. In Animation Editor click "Mirror horizontally" icon while holding Shift key, this will mirror all frames in current animation.

  • Do you have any non-physics collision/overlapping checks in your code? Something like "Ball On collision -> set velocity..."?

    Or any other behaviors not compatible with Physics (8-direction, pin, bullet etc.)?

  • Can you post a small project demonstrating the issue, maybe there is some simple thing you've overlooked?

  • There's also Rex's PinToImagepoint addon:

    c2rexplugins.weebly.com/rex_pin2imagepoint.html

    Or you can do this with events - simply set position to object's imagepoint on every tick.

  • If you are targeting 1920x1080 resolution, make all graphics for this resolution. There is no point in creating bigger images and scaling them down in the game.

  • It's really hard to understand you. You should at least break this wall of text into sentences.

  • In C2 you can try Chipmunk physics, it may work better. Unfortunately, there is no alternative to Box2D in Construct 3.

  • 0.2s is too fast for double-click. The default delay for double-click in Windows is 0.5s

  • Have you tried "Set stepping iterations" with some big numbers like 60/60?

    If nothing helps, you can probably use invisible sprites with Physics, and pin visible ball sprites to them which are a few pixels larger.

  • What are you talking about?

    Litetween can play forward and stop, reverse and stop, or loop indefinitely. If you want forward-reverse-stop, you need to do it with events.

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  • I'm a bit late for the party, but here are two examples I made for some other posts:

    dropbox.com/s/rrpxnmer3gwhl88/DoubleVirtualGamepad_v3.c3p

    dropbox.com/s/0l5amqlmxbpe17l/ThumbstickFloatingMultitouch.capx

  • You can select all events on the event sheet (Crtl-A), then press R and replace the old sprite with the new sprite. After that, delete the old sprite.

    Make sure that the new sprite has the same instance variables, behaviors, effects, is added to the same families/containers as the old sprite.

  • It works for me, you must be using a wrong version of Pin+.

    Try the one I posted a few comments above.