9ac3eff7-1cb1-4151-bd68-964875892c83's Forum Posts

  • Problem Description

    I just recently purchased a Surface Pro 4 and attempted to open up a project on Construct 2 that I worked on my previous laptop. However, it seems to not be working now, as double-clicking on any lines of code do not result in the code editor opening up.

    Attach a Capx

    This issue is not project-related.

    Description of Capx

    This issue is not project-related.

    Steps to Reproduce Bug

    • Open up the .capx file.
    • Open up any event sheet.
    • Double click on any line of code.

    Observed Result

    The code editor does not show up.

    Expected Result

    The code editor shows up & allows me to edit the code.

    Affected Browsers

    This issue is not browser-related.

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 10 on Surface Pro 4

    Construct 2 Version ID

    r233; bug also appears on earlier versions.

  • Thanks for the reply, 99Instances2Go ; I actually tried that, but the enemy sprites keep overlapping the walls & doors (for no reason) when moving along their path(s). Is there a way to prevent this from happening, eg cell size, cell border, adding stuffs in, etc?

    NOTE: The enemies' resolution are 48 x 48, and has collision polygons of a square of the same resolution: imgur.com/a/oNLlC

    (Ignore the green tiles - they're there for some unknown reason...)

  • 99Instances2Go Thanks for the reply! However, I am actually trying to get a door to be included into the custom Pathfinding group when it is Locked, and remove it when the door is Unlocked.

    Here is the failed-attempt code:

    imgur.com/D58hKb5

    So the Animation frame 0 is the Locked animation, while frame 1 is Unlocked. And there are multiple doors in the game, so any help from here is very appreciated.

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  • In my project, pathfinding occasionally results in enemies overlapping walls (where they are not meant to). What setting for pathfinding cell size/border should I use for the enemies?

    Thanks in advance!

  • I'm making a game where the pathfinding of an enemy requires both solids and a specific object to be included as their pathfinding obstacles. Is there a way to include them together (preferrably without using the customs section)?

    (I have to do this because there are multiple doors with 2 frames for Locked & Unlocked, and each have solid & non-solid properties, respectively. I wasn't able to have the pathfinding reset when that happens, so I have to use the Solids pathfinding property instead.)

    Thanks in advance!

  • So I am making a stealth game (sort of), and I created these doors with locked & unlocked frames. When the player goes near it and holds E, the door unlocks & disables its Solid property if it is locked, and vice versa if it was unlocked.

    However, I cannot get individual enemy objects to change its pathfinding to be able to go through the unlocked doors, or see through them (with line of sight). Is there a way to fix that somehow?

    Thanks in advance!

    Ps. An example capx file for the solution would truly make my day.

  • Just a quick question:

    In pseudocode, I want to achieve an arrangement of logic like this:

    IF (blah AND blahblah) OR blahblahblah THEN

    ...

    ENDIF

    I know how to achieve the IF... ENDIF statements, although I couldn't really find a way to arrange the [(... AND ...) OR ...] blocks. How should I do it? Thanks in advance!

  • Gearworkdragon , thanks for the help. However, I am not trying to create an animation. I'm just trying to get the door to open when the box is on top of the plate, and the door to close when the box is not.

    Here is the .capx file that describes the problem. goo.gl/9lmbH7

    Could one of you guys have a look into this for me? Thanks in advance!

  • I know my phrasings can be cheesy, but it's just a basic pressure plate that opens its respective door when something is on top of it.

    In my game, I'm trying to have a pressure plate open a door when a box comes into full contact with the pressure plate (I'm not trying to achieve the pressure part of it, though; just the full contact with a box opening a door that the plate links to).

    I include with this the link to the project's .capx: goo.gl/zMpBW1

    At the last room, there are two boxes. When I try moving the boxes to the plates on the ground, It doesn't really open the door that I want it to open.

    Have a look at the controls txt file in the zip first, though. Things do get trippy after a while.

  • How do I create multiple pressure-esque switches with movable boxes in a single level? Eg. as seen in Portal (2)?

  • My dearest apologies, fathijack1999 , I was being an idiot. Found an answer at the "Set layout angle to ...". THanks for the help, anyway!

  • Sorry if I'm unclear, fathijack1999 ; I was referring to the player not moving when the player rotates, while it's everything else that's being rotated instead, giving the effect of the player rotating where it's actually everything else that's moving.

  • Is it possible to rotate the layout with the player's rotation, without the the player sprite itself rotating?

  • That's the one! Thanks, mikehive !

  • Sure, mikehive ! Here's the lin to the full file (uncompressed). You'll have to manually extract it from the zip, though.

    https://drive.google.com/open?id=0B11op ... 0ZMNkhaN3M