dop2000's Recent Forum Activity

  • Not sure why you need both Platform and Bullet behaviors, remove Platform if it's not used.

    Bullet at this speed will almost never stop exactly at the edge of the floor sprite. It travels ~20 pixels per tick, that's why it often digs into the floor. You can enable stepping in Bullet behavior and check for overlapping with the floor in "On step" event, it may work better.

    Also, to prevent jumping through the floor sprite, you can enable "Bounce off solids" or check that obj_PlayerPointer is not overlapping the wall when Space key is pressed.

  • So where are the events where you set player animation? You said you tried them?

    ...

    Do this:

  • You can't block the area from touching, but you can add another condition:

    On object touched Red
    Is not touching Green
    
  • Try with https, it works for me.

  • Set s to right(original_text, len(original_text)-21)

    You can also use mid, left, tokenat, find, replace expressions. Read about them here:

    scirra.com/manual/126/system-expressions

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  • It usually works the other way around :) You need to post your project and we'll tell you how to fix it.

  • If instances overlap, then I believe "On touched object" can pick multiple instances. Simply add another condition, for example "Pick top instance" to the event.

    If you want to pick the first instance of multitple by index, use "Pick Nth instance" with instance=0 (not 1).

  • One very common problem with Pathfinding behavior is preventing pathfinding objects from colliding and overlapping each other. There are many different methods and ways to approach this, unfortunately, none of them are easy or 100% working. I have two demos, which are also far from perfect, but may be a starting point for someone making an RTS game.

    PATHFINDING

    C3P C3P Prevent pathfinding objects from colliding with each other. Two versions: Avoid overlapping while moving + Avoid overlapping at the target point.

    C3P And as a bonus - accurate Pathfinding. You may have noticed that pathfinding objects almost never stop at the exact target point, sometimes they stop early, sometimes late, sometimes miss it completely. This example provides a solution.

  • Adjust Platform Vector Y. For example, to make a higher jump - "Player Set Vector Y to (Self.Platform.VectorY-200)"

    Detecting when the platform is moving up is different problem. Depending on the behavior you use to move it, you may be able to access its velocity or moving vector (something like Platform.Behavior.VectorY). If not, you can simply place invisible Zone sprites on your layout in places where platforms are going up. When player is jumping and overlapping the Zone sprite, make its jump higher.

  • On the start of layout set high numbers for Physics world stepping, for example 50 and 50, or even 100,100. You need to experiment with this setting, it makes all physics calculations more accurate, but also affects performance.

    Use bigger chain links with much higher density, decrease the number of links. This will make the rope stronger. Say, if I make 100 links with density 2, the rope stretches a little, but doesn't break, unless I start looping it around poles. Unfortunately, it still goes through poles quite easily.

    I guess your method of checking the rope overall lenght can work here, but instead of increasing Lilbot density, you need to decrease its velocity. If the rope becomes stretched, find the nearest pole to the Lilbot and adjust Lilbot's velocity, allowing it to move only towards the pole, not away from it. But I don't know the formulas for that, sorry :)

    You can also try applying an impulse that will pull the Lilbot back (at rope angle) when the rope becomes stretched.

  • That's because "On animation frame changed" is triggered separately per each enemy instance. And inside this event the enemy instance is picked, that's why the bullet is created by this instance.

    If you have an event "Enemy shoot variable =1", it picks all enemy instances with shoot=1, and if you want them all to create bullets, you either need to use "For each" or "Enemy Spawn.." action.

    .

    I don't like using state machines because you have to check lots of conditions on every tick. I prefer Timer behavior. Note, that "On Timer" event can pick multiple instances at once, if their timers expired in the same tick, so you still might need to add "For each"

  • BillyShears You need to download the addon manually from that link I gave you, then install it in Addon Manager. Then restart Construct and try to open the project.

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/installing-third-party-addons

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dop2000

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