3DPiper's Forum Posts

  • All of those look pretty static (well, I can't see the last one).

    Is there no way to decay the spring motion?

    Something more like this (I had to speed up the timescale so it would play properly):

    http://www.trinitifx.com/wip/Start_Bounce.zip

  • Gotcha.. Pre-rendered.

    Thank you!

  • In Stepmania, the UI elements 'bounce' as the come on the screen. You can see it in the first few secs of this video:

    https://youtu.be/1XdEoIAc9wo

    Is this pre-animated or built into the software?

    How could I do that in C2?

  • [quote:3do3xrfs]Hi there. You'd probably want a function that checks all 8 for input every time rather than having "set" combinations. This allows you the flexibility to include any combination you want in future. The Function could be called with 8 parameters which map to your button combination

    For flexibility that is true, but I will have 9 sprites total and each will have their own button combination that will never change. For example:

    Sprite1 = 11111111

    Sprite2 = 01111111

    Sprite3 = 00111111

    Sprite4 = 10011111

    Sprite5 = 10001111

    Sprite6 = 01110111

    Sprite7 = 01110011

    Sprite8 = 01110001

    Sprite9 = 01111000

    Since I know each sprite's combination, is this still the best way?

  • I am working on a stepmania type game.

    However, I want to use an 8-button gamepad as the input. Just the buttons.

    Each sprite that travels across the screen will have it's own button combination to press at the right time when it collides with the playbar (stepmania calls it "judgement row"). A button combination variable could be something like "00100101", showing buttons 3,6,and 8 should be pressed.

    When the sprite detects collision (or the playbar detects collision with a sprite), I want to read all 8 gamepad buttons at that time to see if the player is pressing the correct combination.

    How can I assign a button combination variable to each sprite?

    How can I read all 8 gamepad buttons on collision, and check them against the sprite's button combination variable?

  • You are correct. It is called "n-key rollover".

    I've re-worked a wireless gamepad and can easily get all 8 inputs active at the same time!

  • Not possible?

  • Can I export/deploy directly to a windows phone without going through the marketplace?

  • I have a usb gamepad that I would like to use as the primary input, but it does not show up in IE or Edge when I check it at

    http://html5gamepad.com/

    Actually, Edge shows that I have a gamepad connected but none of the buttons actually do anything.

    I can check the properties of the gamepad and everything seems to be working fine.

    Am I missing something?

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  • I have a project where I need 8 keys/buttons/inputs. They will all be used simultaneously.

    I ran a quick test in Construct with 8 sprites and 8 keyboard input keys. When each key was pressed, it would make the corresponding sprite visible.

    However, the most sprites I could set visible was 3.

    Is this a limitation of Construct, my keyboard, or something else..?

  • I have a specific application where I need a wireless 8-button input device, just like a Bluetooth joystick.

    I would love to know more specifics about how to make this and how to interface it with construct2!

    Please share!

  • Wow, thank you guys, I will see if I can decipher your examples

  • Thank you for the replies

    [quote:1vu8hu2x]Hmm there are tons of ways to do it. Not sure how to explain how to do procedural walls, just add some condition for createObject action though not using createObject would probably be better for performance if you can think of a way to do it like reusing "old" objects.

    I would probably just have set of wall pieces moving left that I'd randomly teleport beyond the right edge or something like that.

    Or you could have few instances of one wall object that you rotate and move around.

    I was thinking of having a rectangle object that I could scale horizontally while skewing vertically. Then for each 'turn' in the cave, add another rectangle to the end with the skew going in the opposite direction. I'm not sure how to line up the ends, though. Plus, the example has the whole cave slowly tapering. However, I don't see those distortions available in C2.

    [quote:1vu8hu2x]3DPiper you are wrong it can be done. C2 to is capable of anything if you think and code logicly.

    I'll be honest, I was hoping for a little more than "yes, it can be done". I posted "How do I create procedural walls" hoping for an answer or hopefully an example. Did I post in the wrong place?

  • Can't be done?

  • I would like to make a very simple game similar to this:

    https://youtu.be/q4Q27tciZ5U

    Since it never ends, I assume the cave walls are procedural?

    How can you make procedural walls in Construct?