Tomycase's Recent Forum Activity

  • That looks very useful, thanks!

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  • Try this :

    Textbox -> On Text changed

    Text = "Password" -> Button : Set visible

  • Hi, I think the only way would be to record the screen at runtime and set the captured region, tho I don't know if it's possible with C2 plugins, maybe there is a third part plugin for this?

  • Alright it's fixed! You'll see that I reorganised the event a bit differently, so the Fall animation can trigger corretly but the character can also walljump when close to a wall and not necessarly falling;

    mega.nz

    Also this is a little bonus but I added two extra frames to the jump animation, so it was easier to check the walljump feedback ^^

    Something I can recommend tho is to use a mask sprite that will act as the hitbox and pin the sprite to it, to avoid any hitbox and origin inconsistencies, for example the origin of fall animation was making the sprite a little jumpy because not well placed compared to jump origin, with a single box sprite you can avoid this easily ~

  • Ah sorry I didn't focused correctly on the code part, now I see what's wrong, instead of checking if player has wall to left or right, it checks if there is no wall, the result won't be the same;

    Also no problem I don't mind giving some help ^^ I'll look in depth tomorrow when I get some time

  • Did you try the method I sent you? Also if you're confortable sending your capx I can try to mess around with the code and find a solution, I already worked on wallslides before

  • I don't know if you solved it since, but adding "Attack is not playing" condition will prevent any actions to run while the attack animation is playing

  • You need a separated mask object, a square or rectangle sprite that will act as the hitbox with the platform behavior, your character parts must be pinned or positioned to the mask's position (if pinned, position only, not angle in your case)

  • If I get it right the problem is either the fall animation loops or it doesn't play at all depending of the code, that's what the videos show

  • I think it is because at the moment your character starts to fall, it is still in contact with the wall during one tick, just enough to make the "has a wall" condition true, and when your character is wall sliding, the "on fall" condition is already met so it can't trigger again;

    What you can do is :

    On left key released;

    Wallslide is playing;

    Has a wall to the left;

    -> Set animation to fall

    Same for the right side, try it and tell me if it works

  • The wait register the next event to play and can cause problem in your case plus as newt said you don't have as much control on it compared to a timer, now the inconsistencies in the dashs might be caused by the multiplayer itself, probably a lag or slowdown issue

  • To jobel:

    This looks like Construct 2, the fade option for audio is not available here, the solution would be to install a plugin like rex_audio_helper

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Tomycase

Member since 3 Apr, 2016

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