psi_paz's Forum Posts

  • 14 posts
  • I tried doing that with "is platform jumping and platform is on floor" and moving it a few pixels to the left or right based on whether or not the slope sprite is mirrored. No dice, though. I also have been trying LOS to detect whether the player is on a slope and then adjusting jump height that way but that wasn't working either. (However, this one just might be due to me not using LOS that much.) So IDK

    Edit: Also I'm not sure if that other bug I talked about where the player can't jump while going down a slope is somehow related to this or something on my end...

  • Oh, that sucks. Is there no work around for this currently know? I'm going through the github comments and seems like Ashley wasn't able to find a fix. Which would only leave me with the option to get rid of slopes completely. And I *really* don't want to do that since I designed certain things around slopes.

  • (Sorry for the repost - accidentally posted this in the construct 2 forum.)

    I recently just wrapped up my physics engine for my game... Only to realize that the slope physics are completely screwed up. I honestly have no idea why this is happening, I've made multiple platformers in construct and never had this problem. Basically whenever you Jump on a slope that's around this angle, the play character gets stuck in a jumping state even though they should be in their grounded state. Also, this isn't in the video but, sometimes they'll just not jump when at the edge of a slope object? I tested this with both solid square blocks that are rotated and custom slope sprites and they both seem to have the same problem. (See video for more info)

    Edit: i manged to fix both bugs so im posting it here in case anyone runs into the same issue. it was actually pretty simple i was just overthinking it. This might make for some weird edge cases but i havent noticed anything yet and it doesnt seem like it'll matter that much during actual gameplay.

    Also I'm not sure how possible this is but in the future i think it might be a good idea to have an option to disable/enable ledge snapping per solid if possible. I think that'd probably solve the issue of fixing this undoing the work toward preventing ledge snapping while probably also solving this issue. I don't know, though. It may not be worth it conisdering how easy this was to fix

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  • Oooh okay I see, honestly I don't think I ever properly understood the purpose of using else statements in Construct 3 before instead of just putting the opposite of the last condition, besides to save time. but I think I kind of get it now. I added some elses and cleaned a few things up and it's working. I'll also try to get some logs implemented for bug testing like you suggested.

    Thanks for the help!

  • When you say add an else, do you mean something like this? Or am I misunderstanding?

  • I've been trying to recreate Super Mario Bros. in Construct 2 for the past few months. So far progress has been going well, (albeit at a very slow pace), however I've run into a bit of a problem.

    For the life of me I cannot figure out what's wrong this code. Pretty much everything works fine, except for one thing. For context - In Super Mario Bros. when you stomp on a Koopa it goes into it's shell - everyone knows that. Here's the thing that's messing me up though, if you Jump on a Koopa when it's in its shell:

    1. the Player does not bounce off of it.

    2. The shell begins to go into its "moving" state in a random direction. (Left or right)

    I've tried a lot of things to get this right but none of them are working. Basically either 1 or 2 don't work depending on how the events are formatted. For example if I moved one one of the events up then Mario will bounce of the shell when it's standing still and it *will* move. However if I were to move them a bit further down then Mario will jump on the shell and he won't bounce off it, but it won't move either.

    I've attached my code below in case there's anything you guys can see that I can't.

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  • Hi, I'm currently making an RPG. If you know anything about RPGs you'll know that they need a ton of data to store for things like items, dialogue, ect. My main thing is whats the best way to go about doing that. In particular when it comes to random objects you can interact with in the overworld. Right now, I have it so that whenever I want the player to interact with something I have to go into the eventsheet and add an "id = x then type x from array" event. Is there a better way to go about doing this? In particular I want to know if there's a way to do this in the editor itself using variables. i DID have a system like that before, however it was pretty limited as it could only store 1 dialogue box at a time... It wouldn't/couldn't do anything past that.

  • Wow, yeah this works perfectly for the most part. Had to do some tweaking since the from scratch 8 direction movement was acting weird with collisions. So, I'll still have to fix that up later. I think I'm gonna have to figure out a way to calculate how much to increase the speed when moving diagonally (however you do that, I have no idea).

    But I changed some stuff around to fit with the 8 direction behavior and it worked perfectly, thank you!

  • A hybrid approach would be ideal, yes... in fact thats the only way I can see it working out. Since I only have animations for 4 directions if I ONLY calculated by the angle, I'm pretty sure I'd just end up at square one.

    I tried the code you sent but it didn't seem to work for me, it kind of just completely broke the animations. Though, that's probably because I'm misreading it... The way I did my state machine might have also affected the way it works since animations are determined via a "direction" string. And if the player isn't moving their state is set to "idle" which sets the frame rate to 0. (I attached a screenshot of it in my first post if you need more details.)

    (Also should mention I'm a she, no offense taken dw.)

  • Hey, thanks for the response! I tried the animation thing you suggested, it works for the most part. However, now I've run into a new problem. If I hold down the left and right arrow keys at the same time and then press down, they'll remain in their left animation. Same thing happens if I hold up and down and then press right. Not sure what's going on there. It only happens for those specific animations as well.

    Dunno if it'd help but here's the code I wrote down, it's basically the same as yours, though.

    Also I haven't tried the thing you gave for moving diagonally yet since I'm wondering if it'd be better to go with double 8 direction behaviors or just doing it from scratch. I'm just not sure if either one will cause problems for me down the line. Which one would you recommend?

  • Couldn't fit it all in the title but I actually have two issues that are kind of related. I'll start with the first one.

    As I'm sure you know the 8 direction behavior doesn't keep a consistent speed when moving diagonally- it is often times much slower than going straight for example. Which is a bit of a problem for me since the game I'm making is a top down RPG with bullet hell elements. Main thing I'm tryin' to wrap my head around is how would I go about fixing that? I know it probably requires some sort of calculation on my end but I have no idea to go about doing that; better yet how to do it ONLY when the character is moving diagonally. I'll have some pictures attached of what my current set up for movement is. This is the MAIN problem that I need solved ASAP since having inconsistent movement in bullet hells is a VERY big deal. It can completely destroy the game feel and makes it harder to design around.

    Secondly, some animation trouble I've been running into. Not sure if I'm going to explain this well but... If you've ever played something like UNDERTALE or DELTARUNE you might notice that when pressing down your character doesn't just immediately go down. They still play on of their side animations. However once you let go of the left or right arrow keys they begin to do their proper up and down animations. Vice-versa for the opposite scenario. This is something I want to achieve because with the current system I have, the player can just keep pressing the up and down buttons rapidly while moving left or right and they'll keep switching back and fourth between their down and up animations to their side ones. It looks really awful and thats a bit of a problem.

    If anyone could me with these 2 I would be very grateful.

    (Sorry for the censored images by the way, don't want the project TOO public yet.)

  • ahh... I see thank you!

  • Ah, I see. Though I am confused, how did you hide the carrot in the text? When I try to do the same thing it shows up anyway, so I'm probably misreading the code or there's some expression I just don't understand yet. Either way, thanks.

  • 14 posts