ChrisAlgoo's Forum Posts

  • I found a workaround where if I insert a wait between functions, everything works the way I want it to - it won't advance until player input.

  • The freezing functions don't seem to stop functions from being called, though. Is this a bug? When time scale = 0, all activity should stop, correct?

  • Hi,

    I'm writing a function that will throw a dialogue box on screen, freeze the game while it's on, and then disappear/turn the game back to normal when it's done. In this case, the function should end when the player touches the screen, or maybe the box itself.

    I'm having a little trouble getting it to work, when I call two of these functions in the same event they just run into each other. I'd like to be able to have conversations by calling lots of these functions, so I need them to be able to freeze/release the game within the function itself, so that the next function will be able to do the same thing. Does anyone have advice as to how I can do it?

  • Great news, lucid from the Spriter forums said

    "I have a way to get around this limitation that will be compatible with cocoonjs as it is. I will implement this on the way to 1.0"

    Yay!

    brashmonkey.com/forum/viewtopic.php

  • Example capx below. If you listen to the track in a media player, it loops cleanly, but running it in C2 causes a small gap at the end of each playthrough.

    dl.dropboxusercontent.com/u/16469485/Audio%20Error.capx

  • That is encouraging :) Thank you!

  • Yeah; it's a shame though, CocoonJS seems like the only way to get C2 games onto mobile (nobody talks about appmobi anymore it seems), and Spriter is really good. Will it be possible to use that CAAT skeletal animation in C2?

  • Just got an email back from Ludei asking if they'll ever have CocoonJS able to work with Spriter and C2, the reply I got is below. This is a setback for me, and likely for others, and I wanted to share it with you.

    Hi Chris

    Not at this moment, we support skeltal animations trought CAAT as you can see here:

    hyperandroid.github.io/CAAT/documentation/demos/demo34/index.html

    But this is based on Esoteric software (http://esotericsoftware.com/) and not on Brashmonkey's Spriter.

    There is no plans to add support for this in the future because is something that you can do with javascript...

    Sorry for any inconvenience,

    Carlos

  • +1 on the Ctrl+F idea

  • +1, this would allow for multiple people to work easily on the same game.

  • You could try giving your character Turret behavior, and have its target be a sprite that's restricted within the circle you want but mouse-controlled.. That will have him/her rotate at a predefined rate towards the mouse, no matter where the mouse is or how fast it's going.

    The last thing I'm not sure how to do, good luck!

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  • We can currently fake boolean globals by using 0 and 1, but is there a reason that we can't just have boolean globals?

  • +1 this idea is excellent

  • It could be useful to be able to restrict the Touch object to 1, 2 or some other amount of touches (as opposed to the essentially infinite amount of touches that are available now). If it recieves a touch input beyond the allowed count, it would ignore it. It can be a parameter associated with the Touch object.

  • This should help; you'll be able to check for variables when Humans collide with each other after this tutorial.

    construct.net/en