Angled Trampoline

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Post » Sat Jun 22, 2013 8:00 pm

So I've built a somewhat decent trampoline function into my game that works good enough. But now I want to make angled trampolines. Imagine it at a 45 degree angle in a corner. I figured I could approach it similairly to how I've done it thus far, but regardless of what I put into Vector X, it has no effect on the player. Could their be any reason for this? I don't want to mess with bullet behavior because that messes with a bunch of other variables I need to be constant in this case.

I need to apply a horizontal force based on player gravity, and angle. I have the algorithm figured out but I don't know by which means to execute it. Any ideas?

Here is my trampoline code.



I wanted to set player.platform.vectorX in a similar fashion but it has no effect.
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Post » Sat Jun 22, 2013 8:06 pm

Hmm, VectorX doesn't override your platform maxspeed, so you'll have to adjust that accordingly. But you should see some sort of movement at least.
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Post » Sat Jun 22, 2013 8:54 pm

Your deceleration slows you down to quickly. https://dl.dropboxusercontent.com/u/71343504/construct2/AngeledTrampoline.capx
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Post » Sat Jun 22, 2013 10:16 pm

[QUOTE=enyon] Your deceleration slows you down to quickly. https://dl.dropboxusercontent.com/u/71343504/construct2/AngeledTrampoline.capx[/QUOTE]

Awesome thank you, works now. I had set deceleration to 1000000 to avoid sliding, so that would nullify the vector effects.
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