Few Basic Questions

FastlaneSuccessFastlaneSuccess Member Posts: 46
edited April 2015 in Working with GS (Mac)

Hey everyone,

 I just started making an app and ran into a few questions. I am making a jetpack type game.

1) I made my actor to have a vertical and horizontal everytime I press "space". How do I make the rule for my actor to continuously go up when the space is held down or touch when someone is playing.

2) Actor keeps falling through platform. I was testing this before and my actor was able to sit on the platform. I forgot what I did. I set the platform to inmoveable

3) How do I get my actor to spawn on the platform ("take off area for jetpack")

Thanks a bunch, I have been learning as much as possible.

Comments

  • FastlaneSuccessFastlaneSuccess Member Posts: 46

    Ok, I got the impression that I won't have any of my questions answered here. I googled most of the stuff I wanted and did not find a clear answer just answers that bounced around what I wanted to know.

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276
    edited April 2015

    @FastlaneSuccess

    1) Create a rule that says
    -When key ´space´is down
    -Put an accelerate behavior in the rule. Direction to 90, relative to scene. Speed can be whatever works best for you.

    In the same rule, but in the otherwise section, put an accelerate behavior, but make the direction 270.

    This will make your actor accelerate down when space is not pressed, and accelerate up when space is down.

    2) You need to put a ´collide´ behavior in your actor.

    3) Put a ´spawn actor´behavior in the platform.
    -Spawn actor ´Jetpack dude´
    -Position could be 0 for the X. Y should be half of the platforms height + half of the "jetpack dudes" height.

    Hope this helps at least a little.

    Mental Donkey Games
    Website - Facebook - Twitter

  • SummationSummation Member, PRO Posts: 476

    @FastlaneSuccess said:
    Ok, I got the impression that I won't have any of my questions answered here. I googled most of the stuff I wanted and did not find a clear answer just answers that bounced around what I wanted to know.

    You'll get answers all day long to questions that are clear and straightforward.
    If the people you're seeking help from don't know what you're asking for help with, then it's impossible to help you.

    For example: "1) I made my actor to have a vertical and horizontal everytime I press 'space'."

    A vertical and horizontal what?

  • FastlaneSuccessFastlaneSuccess Member Posts: 46

    @Summation said:
    A vertical and horizontal what?

    Vertical/Horizontal Jump. Everytime you press space the character has a vertical of some # and a horizontal of some #. Relative to the scene

  • tiger27tiger27 Member Posts: 127

    I think @NipaDidIt answered everything pretty clearly, but here it is:

    1) When Space is down
    
    Move in a direction 90 relative to actor in an additive way.
    
    2) Bounce when colliding with Platform
    

    3) Place the Actor where you want it to spawn.

  • FastlaneSuccessFastlaneSuccess Member Posts: 46
    edited April 2015

    @NipaDidIt said:
    FastlaneSuccess

    1) Create a rule that says
    -When key ´space´is down
    -Put an accelerate behavior in the rule. Direction to 90, relative to scene. Speed can be whatever works best for you.

    In the same rule, but in the otherwise section, put an accelerate behavior, but make the direction 270.

    This will make your actor accelerate down when space is not pressed, and accelerate up when space is down.

    2) You need to put a ´collide´ behavior in your actor.

    3) Put a ´spawn actor´behavior in the platform.
    -Spawn actor ´Jetpack dude´
    -Position could be 0 for the X. Y should be half of the platforms height + half of the "jetpack dudes" height.

    Hope this helps at least a little.

    Ok, my actor keeps flying up indefinitely when I press space once.

    What I got right now for #1

    • Rule (Actor receives event > key > space > is down)
      • Change Attribute (self.Motion.Linear Velocity.X) to 300
      • Change Attribute (self.Motion.Linear Velocity.Y) to 200
      • Accelerate (Direction: 90, Acceleration: 200)
      • Accelerate (Direction: 270, Acceleration: 300)

    Edit: Figured it out.

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276
    edited April 2015

    It´s because you have the "Change motion linear velocity Y". Remove that, and it should work.

    Is the other accelerate behavior in the ´otherwise´ section of the rule?

    Mental Donkey Games
    Website - Facebook - Twitter

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