andreyin's Forum Posts

  • hey 99Instances2Go , first of all, thanks for the help!

    I noticed that this problem is also happening with "if player is overlapping" like you said, and I understand what you mean.. since that certain event is already true, it can't be true again, so this happens.

    But why doesnt it work if I do this:

    This should make these events work for each instance of that object, right? But the same thing happens.. to be honest I've been using C2 for quite a while and have never had a problem like this, maybe I really am approaching this in a wrong way?

    What I'm trying to accomplish is simple - if the enemy has the player in its LoS, the enemy should change animation. When it does that, if the animation frame is = 1, it should shoot a sprite at the enemy. If the player is no longer in the enemy's LoS, the animation should change back to default.

  • Problem Description

    Line of Sight doesn't seem to activate if there are multiple instances of the same object close of one another.

    Attach a Capx

    https://www.dropbox.com/s/n1ge78vasx2pd ... .capx?dl=0

    Description of Capx

    A single event checks if the enemy has LoS on the player. If it does, then triggers its animation to change once.

    Steps to Reproduce Bug

    • Create an object with the LoS behavior
    • Add multiple instances of it
    • Check if it has LoS on the player and trigger something to happen

    Observed Result

    If enemies are far apart it seems to work, but if 2 enemies are close by only one of the enemies change animation.

    Expected Result

    Each enemy should change animation if the player is close to them.

    Affected Browsers

    All of them.

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r243

  • You can do that by also having a blank sprite load the tilemap image. Then you can get the sprite's height/width to get those values.

  • What C2 is calling "a new tilemap image" is indeed a tileset.

    Here's an example of how you load different tilesets:

    https://www.dropbox.com/s/us4peovqb1btm ... .capx?dl=0

    Each tileset is a separate image. You can check them in the Files folder in the Project Tree.

    Edit: Keep in mind that changing the tile width/height in runtime is impossible, though.

  • Edit: Sorry lol I just read your post from before and my assumptions were wrong.

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  • When you create an object, any actions below that refer to that object, so maybe if you do something like:

    Start of layout ->

    create object Tilemap

    load tilemap

    create another object tilemap

    load second tilemap

    It should work. If you want better control over it you can just pick which tilemap you mean using IIDs. Something like:

    Start of level->

    Pick tilemap where tilemap.IID = 0 ->

    Load tilemap1

    Pick tilemap where tilemap.IID = 1 ->

    Load tilemap2

  • Yeah, sorry about that, Dropbox killed their public folder and I forgot about these.

    Zebbi thanks for the mirror, can I use these links in the original post?

  • Unless I misunderstood, you can use "Is overlapping at offset" for this.

    For instance, if you want to check what's under your player object, it would look like this:

    This checks if there's a ladder 35 pixels below the origin point of the player.

  • Just heard about, this is amazing news. I've been sitting with a devkit for almost a year now waiting. I'm glad everything turned out ok and that Scirra didn't decide to make this a C3-only plugin or something.

    Great! Can you tell us more about what it can do already? Ashley

    So if we can finally publish games to Xbox without idgfd@xbox it should be possible to upload apps for Xbox, too? Or did someone already successfully upload a c2 app?

    In the website it says:

    [quote:3nibhj39]The program works with retail Xbox One consoles, so you won’t need a dev kit to get started. For developers who want access to more Xbox Live capabilities and to gain additional development and marketing support for their game, they can enroll in the IDgfd@Xbox program – even after their game ships.

    I don't know what they mean by "even after their game ships" but I think you need a idgfd@xbox account to get your game on Xbox One because of the Live capabilities.

  • Seems to me like "the little guy" takes the hardest blow.. as usual.

    Why is everyone saying this? On Greenlight the "little guy" had to pay $100 so he could enter a voting system and MAYBE get his game on Steam. Right now, even though they say the price is going to be between $100 and $5000, it's very likely the little guy will still pay $100, but this time he gets his game on Steam ASAP.

    So why is it that everyone is saying that?

  • I don't think it's a case of 'listening', I doubt the features were made overnight because of views expressed in the forums. This is why it is better to wait to see what is revealed instead of getting worked up about what hasn't been revealed and what might not be there. I saw a petition to include an exporter, which was unnecessary as it always existed. Scirra are just keen to use this slow reveal method and it has only ever been good news for C3.

    Scirra stated in the past that they were making no exporters whatsoever. The backlash was because of that, since not only we thought there would be no exporters but you'd have to pay $99 a year for an in-browser engine.

    This is great news though, but still I'm waiting around to see how good it is. I feel like Scirra makes everything "thinking in the future" so I'm afraid their iOS/Android exporters won't work properly (or make the games slow on phones) for the first couple years.

  • it was arcade game (with a character running on the ground, not universe)

    what

  • Well, it seems that now it's going to be possible (finally!)

    https://www.neowin.net/news/microsoft-a ... ne-in-2017

  • use int(Dictionary.Get("jump"))

    Or add a number, not a string, to the dictionary.

    Doh, that works. Thanks!

  • Problem Description

    Trying to use a "on key pressed" trigger with a dictionary key won't work.

    Attach a Capx

    https://www.dropbox.com/s/1t2vnfnzu54fb ... .capx?dl=0

    Description of Capx

    Adds a new key to the dictionary with the keycode string "88" (for "X"), then waits for it to be pressed to the player can jump.

    Steps to Reproduce Bug

    • Try to trigger player input from a dictionary key

    Observed Result

    Nothing happens

    Expected Result

    The player should jump if the user pressed the X key

    Notes

    It works just fine if you use "if key code is down", but not if you use "if key code is pressed".

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    beta r242