briggybros's Forum Posts

  • Bump?

  • This can be done in many ways. The very first thing that comes to mind is storing the most recent alert and then checking if the alert has changed since then. If your alerts are long then this might take up some space. A simple remedy to this would be to assign every message with an id and store the most recent id. Your txt file could look something like:

    1|Don't forget to like this on Facebook[/code:2j1kgoa3]
    
    or anything you want. Note the '1' and the '|' we can use the system expression
    
    [code:2j1kgoa3]tokenat(src, index, separator)[/code:2j1kgoa3]
    
    with src as the txt file as returned by AJAX, index being 0 and separator being '|', this will return purely the id of the alert. Make sure the message does not contain a separator character.
    
    This value can then be stored using webstorage. Every time you make an update, increment the id by 1 and then change the message keeping the separator in place. Simply create a condition where if the id retrieved is not equal to the value stored, display the message retrieved (by replacing index with 1 instead of 0) and then update the stored value to the one retrieved.
  • Yes, it is possible, and the method would be almost that of above, it doesn't even need to be a webserver you own, just use dropbox or something. You can use the AJAX object in C2. I have created an example, see attached.

  • Hello, I'm experimenting with the multiplayer feature of construct 2, and I've got to a point where all users can join a room, and each user can see everyone else etc, but only the host can move their sprite. This makes me believe it's something to do with the client input state methods and how I'm going about using them. I've followed the tutorial on the multiplayer object and can't see exactly where it's going wrong. See my capx attached.

  • There is a different export method called phonegap which provides compatibility for a wider range of devices, but I'm pretty sure it's got its downsides

  • For it to work as an app on android you need to compile it into an apk file and sign it. I'm not familiar with the newer methods of doing this with C2, last time I did it CocoonJS (Which now appears to be completely removed ) was the preferred option. The new C2 exporter for Android is crosswalk, so I would assume that tutorial is up to date.

    NB: Crosswalk works for Android ICS(4.x.x) and upwards, you may still need to use phonegap to export to lower versions if needed.

  • This can be done using the platformer and jump through behaviour:

  • The family object is not a container of every element within the family, it is an abstraction of every element in the family so that common rules can be applied to each member. When creating a new object, simply call System-> Create new object -> The object you wish to create an instance of. Because the object is still registered as part of the family, every instance you create will be in the family.

  • 1) For pixel style I use PaintDotNet and do animations by hand. For something smoother, I use inkscape to make each component of my sprite and then spriter to animate.

    2) It depends on what you're doing. All I can think of in vanilla construct is 3D style sprites and parallax. However, if you're a fan of 3D I'd recommend Q3D which incorporates three.js into construct.

    3) I think the vanilla tile map in construct works fine. I'd say it's probably better to use than an image created by an external program because of how it can be manipulated as the game progresses.

    4) This one's tricky, and rather subjective, it depends on what you're looking for. Are the objects moving etc.

    5) I would not buy anything. Make the game for what you've got and let people who've already bought the tech you don't have do the testing on their devices.

    6) Construct 2 is based around HTML 5 so that is a good place to start. However, when it comes to coding, you can learn the principles in any language and transfer them to any other similar language; Java to C# to Python, Haskell to OCamel etc. Then all that's needed is a brush up on the syntax and a quick look over the native API's and any external ones you may be using.

    7) The effects Construct uses are WebGL effects which is a JavaScript API so to create your own, take your knowledge from point 6 and then look over the documentation of WebGL and get cracking.

  • Use the IAP (In App Purchases) object. See here for how

  • Simply let the player keep the coins they already collected when they die? - seems by far the easiest solution.

    If not then one way could be to have the coins persistent, but never destroy the coins and only change their visibility. When the player touches a coin, simply test whether it is visible, if so collect it and turn it invisible, if it's not visible simply do nothing. When the player dies, set all the coins on the level that they died on to visible.

  • Ashley has written a tutorial on the matter here

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  • You can either export it using whatever the current android exporter is (still cocoonjs?) or you can preview it on your phone using your phone's browser.

    The latter can be done by, within construct, clicking file -> preferences -> preview; then, on the 'Preview on LAN address:' click the [...] button. A new window should appear, select your local network address and so long as the phone you want to test is on the same network as your pc, you can go to the browser on your phone and connect to the IPv4 address of the computer you're previewing it on with the set port (default 50000) and then you can test!

    NB: This requires administrative permissions on the computer you're testing from.

  • I'm unsure of exactly of what you mean, but it sound like you need the function object

  • Out of the 4 games you've listed there are 3 different 'styles' The Legend of Zelda is clearly top down, little big planet I'm sure is platform, though I've never played it. Both Super Mario RPG and Sonic 3D blast are isometric..

    It seems like you're trying to make a 3D game in a 2D engine. It is possible and has been done, not only in Contruct but other places too. But why make it hard for yourself trying to make 3D out of 2D and just go 3D? Personally, I'd suggest working in a 3D environment. Try to learn OpenGL or DirectX depending on what you're looking for. If you'd rather stay away from the coding part or you just love C2's inbuilt functionality, take a look at Q3D It's a 3D plugin for Construct. you could use it to make a 2D platformer with a depth in background.. so I guess it's kinda 2.5D.

    I hope at least some of this helped