Ulversoul's Forum Posts

  • 8 posts
  • There is a thing who can help you too. Isolated your problem, create a new project and put in, your boss events and behaviors gradually in only one events sheet. And look how he behaves.

    It's a practice that is used in creation and programming, but maybe you found the solution since.

  • Hi ! Its hard to say, in your screen so you are in the start of your level? In your conditions during your boss introduction, are you shure his calcul of aera activation is correct, is there another place you call your boss activation?

    If you re-upload a screenshot of your events and change the language to english, maybe you have a better chance than some can helping you.

  • Yes Radkampfwagen is right. If you use several events sheet, what I believe with "pointsLvl3" and "Player deaths3", you must declare just one time your global variables just in one sheet and delete the others. And you can too use the same global variables for all your levels, its prevent error and its more clear.

  • Hi ! Ahah don't be angry dop2000, I understand but he must be a little lost. But it's true your explication is not too clear, it's better if we can to see your full event sheet. I think don't use Reset Points to default just use Set Points to 0, in case your variable is wrong declared. Like this, a little exemple working :

  • Ok I see, as dop2000 said, the module platformer works with a system of ejection, surely every frame, when there is a collision. It's something I had to do to rectify the vertical moving platforms collissions with love2D. So I think you're right, altering this module will bring me more difficulty, but I will do certainly some other repositioning collisions test.

    But thanks to you, I isolated the problem while testing if the collision work less precisely and I move my draw sprite in this case. Indeed, It's work good graphically,

    Thanks you 2 !

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  • Yes I understand what you are saying, but the problem is that the repositioning of the engine is inconstant. Placing sometimes in the wanted x or in other times offset by 1 px. The sprite draw who takes the same x and y of his mask will have the same problem. Except if as you say, it is repositioned on "bad collisions". I will do some test, but I have already do a clean collision, only with a mask in game maker for example or in lua.

    Anyway thanks for your explication and for your help !

  • Thanks for your answer, but I don't think you are really understand this problem. I speak of horizontals collisions in X axis. A interval that is created randomly when the engine repositioning the player :

    I already used the function "Is overlapping at offset" my variable collX is there to check how work the collisions engine. Here my events :

    Used just the mask player is voluntary, I want to see and understand how work the platformer behavior without graphics.

    So if anyone know another solution, maybe more functional than mine or a solution for check collisions with solids tiles (with variable) I take it, bye !

  • Hello all !

    While using the platformer behavior , I noticed that there is regularly a shift in the player's position relative to solid elements. It is very slight (less than 1 pixel) but enough to offset the player by 1 pixel. I have resolved this problem, its work good for now and if it can help somebody, it is certainly due to the floating numbers:

    But that doesn't work with the Tiles map. In fact my variable of collisions does not detect any collisions and so the same problem comeback. Do you think there is a possibility of detecting collisions of solid tiles with a variable ?

  • 8 posts