BluePhaze's Forum Posts

  • Ashley Any chance you can provide some events for this built in to replace the old windows object events? Maybe some handy on resize pause type options? Also, Is there any way we could force the suspend behavior as seen in the "Pause on Unfocus" event? Due to the complexity of some of the events in my game, using timescale 0 breaks some things like jump velocity, etc... The Pause on Unfocus does not seem to have any of these issues and on resume the game picks up as if nothing happened.

  • I'll Just leave this here and hope it helps get us that much closer:

    WebGL and HTML5 GamePad support for Windows 8 App store Games

  • Hey All... I saw this and had a hope that someone might find a way to integrate this via plugin, etc... (maybe official Construct 2 support?) into Construct 2.... It describes wrapping a C++ library for Gamepad support in HTML5/WebGL games as Windows 8 apps...

    WebGL and HTML5 GamePad support for Windows 8 App store Games

    Thoughts? Here's to hoping this allows us to bridge the gap for Xbox One HTML5 games since it will support Windows 8 apps....

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  • NPherno These are all about Construct 2 and the Megaman type engines is usually where you will find the most knowledge on wall slide type behaviors.

    Generic Megamane Engine

    Megaman 2 Remake

    The folks in those topics are the ones I have found to have some good starting points. The conversations I Had with them in these and other threads got me started on my own implementation ideas.

  • Roccinio How has he been quite? He has posted 2 updates to the plugin just this week...

    That is far from quiet... he has also posted on this thread multiple times in the past week as well.

  • NPherno Look up some of the megaman engine posts in the forms and you will find some good examples. Once I get my game shipped I will add a wall slide tutorial.

  • statham jogosgratispro You can add the walls you want to be jumpable to a family. Then in your condition for wall jumping test to see if you are colliding with that family.

    In my current game I have wall jumping as well as wall sliding (clinging to walls and sliding down slowly) I didn't want the player to be able to slide/cling to walls made of Ice so I made a family called slideablewalls and added all but the ice tileset to it. Then in my condition I test to see if the player is overlapping slideablewalls.

  • HeroicSoftware I would recommend going through the tutorials as they would have covered this in the beginning tutorials on platformers. A lot of good stuff that will save you time and effort if you just do the beginning tutorials.

  • tgeorgemihai The brashmonkey website should answer all those questions. Just look at the features, videos and also the section on plugins for other development environments.

  • Have you configured your site for the correct mime types? I believe there is either a section in the manual or a tutorial on hosting your game on your own site...

  • It is always safer to do stuff before the object is destroyed just in case it gets destroyed first.. also avoid calling things on your object once it is destroyed. Obj_blocks has been destroyed but you are then calling to actions on that object. It might be safer to do something like set a varaiable called "Destroyed" on the object. Set the variable to true, then have an event that when Destroyed is True do those other actions and destroy obj_blocks...

    Just a thought, it is always tricky trying to call actions on an object that is already destroyed...

  • I don't have C2 in front of me but from what I gather here he is saying just like you did with the max height to keep it from filling your screen, check what row(Y) you are at in the array, and based on that do logic to say if array.Y = 4 then the tile you should use is "whatever tile goes on that row"...

    Hope that helps, sorry if not.

  • One thing to look at is the origin point and if you are using a combination of tiled background in conjunction with regular sprite based tiles... in this case if you are trimming your tiles you are getting a 1px transparent border around your tiles. But this does not happen on tiled backgrounds. This means that for example if you use the upper left corner as the image point, then when you put tiled backgrounds next to regular sprite tiles you need to move the tiled background right 1px and then down 1px to get it to line up and take into account the transparent pixels in the regular sprites.

    You may also want to look at pixel rounding and if there is a difference in browsers that do not support webGL vs. ones that do... just some thoughts on how to narrow it down. Hope it helps a bit...

  • How long is that sound? Is it longer than the time you set in your loop?

  • If you have an logic keying off of global variable or arrays as stated, these need to be dealt with before the restart. Especially if your on start of layout does anything with them..