sirkame's Recent Forum Activity

  • Hi! Until now I've been dividing long phrases manually by using variables (dialoguepart1, 2, 3, etc.) but now I'm trying to include skyrim-like books that you can read in the game, and it's a pain in the ass to divide the texts by trial and error. I'm using a very, very low resolution for the game, so I need to make a good number of divisions for each book. I want to make pages to flip with left and right, with the amount of pages stablished automatically.

    Is there some expression to get the text that doesn't fit in the textbox and put it in another page or something?

    Sorry if I explained myself poorly. My english is kinda limited =)

    Thanks and best regards.

    Tagged:

  • Helloooo everybody.

    Ok, weird issue. I have an object, a box, with physics behaviour, and then a solid ground. I want to play a sound when the box hits the ground. I used "on colission" and it works. So far, so good.

    But I have this code that says that one my character gets close to the box, it changes color by changing the animation frame to another one. Well, one this change happens, the sound kicks in for some reason. Both frames are exactly the same size, with bounding box as colission mask and the same Origin image point.

    I could understand that it recognizes a new colission when the colission mask is different from the previous frame, but it's not the case, and it's driving me crazy XD

    Thanks in advance for any help.

    Tagged:

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  • Thanks. The moment I posted, the idea of adding the platform behaviour came to me. It works nicely now. Changing the gravity angle also creates a wall trap, so I'm happy with this solution :)

    Thanks!

    EDIT: Another problem raised up. When using the platform behaviour on several instances of an object, there's a problem I can't solve:

    "Platform on landed - then the code", BUT, it's not a per-instance condition. It only considers the landing ok when every instance of the object is touching the ground. If I use the "For Each" loop, it tells me that a trigger can't be a subevent in a loop and it kinda crashes.

    It seems like "platform on landed" doesn't work the same way as "on collision". Problem is, as I said originally, collisions are not working well in this particular case.

  • Hi!

    Classic trap, the ceiling that falls to the ground and then goes up to stomp over and over again. Problem is that I can't seem to be able to get the colissions perfectly right. They are getting the desired Y point or the colission too late.

    The sprite's speed is not incredibly high, by any means. Maybe there's a better behaviour for this, less problematic?

  • You may use a vector x and y to "throw" the character while disabling his controls for a moment, so the player can't climb a wall by keeping pressed that direction all the time.

  • Is you don't want to deal with formulas, maybe you could pin the object position to another one. While the first sprite can be rotating, the other one is setting the position only.

  • I always convert my files to ogg previous to importing it to Construct. I use Audacity. Simple, fast, free.

  • Hi everyone!

    I have a "laser door" which height is = to the distance from it's top point (origin) to the first obstacle it finds on its way down, no matter if it's the floor or a box (the two objects I have in mind right now).

    I want to be able to stop the laser with a box. Otherwise, it must hit the ground, no matter how much distance there is between the objects.

    I'm kind lost here. Thanks for any help you can give me.

  • Hello everyone.

    I'm developing a small game in which you can make several decissions, and it would be great to include an answer percentage somewere, so you can compare your answers with other people's, Telltale Games style.

    Like: "a 25% of the players chose A option", that changes in real time.

    Thanks in advance and best regards.

  • I'm replicating a breakout following a couple tutorials and I found that in both cases they make the paddle stay un mouse.x position or lerp to it, to smooth the movement, but I can make the paddle go away from the sides of the screen and I want it to stop at some point.

    If I use bound to layout, the paddle bounces against the layout wall, but... what if I want it to bounce on a different surface? Because of the X position re-positioning itself constantly, it ignores the solid behaviour of the walls. There's no actual movement, but an X position change.

    I can't figure out how to make the paddle stop on, for example, a frame that I make to contain the gameplay area.

    The only idea I have is to extend the paddle and make the far sides invisible, so they impact before the paddle hits the layout border, but... I don't know. Don't feel very comfortable with that solution.

    Any help is very welcome. Thanks in advance and best regards.

  • You can define a path - say, with small invisible sprites for each point. Use MoveTo behavior to move from one point to another. Set angle to angle(startX, startY, endX, endY)+90 when the enemy is moving to the left or "-90" when moving to the right.

    The more universal solution where enemies can walk around any solid object would require more efforts. You can make your enemy to walk around sprites (demo, capx) . But you'll also need some way to determine where the enemy should stop and turn around or descend to the floor. Maybe again put an invisible sprite, on collision with which the enemy will change direction or descend.

    Thank you!! The capx example is exactly what I needed.

  • Hi! I'm stuck with probably the simpliest thing in the world, but stuck nonetheless.

    I need an enemy that walks on a regular solid surface but, when it hits a wall, it starts climbing it. And the same gones when it hits the ceiling. it should start walking on it. No matter what I do, I screw up with the angles and the character does all kinds of weird things.

    At the same time, I need that when the enemy stops having a solid floor under it's feet, he should descend from the border, in a very metroidish style.

    Thanks in advance. Any help will be really welcome.

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sirkame

Member since 23 Jun, 2014

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