christina's Forum Posts

  • Bump this one. Ashley did you have a chance to look at this? Left/Right SHIFT and CTRL would make a world of difference

  • You're incredible, tx ASHLEY.

    Big disclaimer: Chrome apparently only correctly registers DOM_KEY_LOCATION on key down. Key down on left shift would return "Left", but key up on left Shift would return "standard".

  • bump: Ashley any ideas? Adding the code to the Keyboard Plugin should be trivial, no? Should I file a request?

  • spongehammer: that's the complaint. They all want to map left/right SHIFT or some other distinct Key like Left/Right CTRL. Ctrl+Shift or other combinations of keys aren't comfortable enough apparently.

  • Kyatric thank you for the quick reply.

    This test here proves that, yes, keycode is 16 for both SHIFT keys, but Javascript *can* handle location via the constant DOM_KEY_LOCATION_ which can be "standard", "left", "right" or "numpad".

    http://jsfiddle.net/ySkn8/1/

    It's a javascript question, if only I knew how to modify the keyboard plugin to add this functionality:

    ( window.onkeydown = function(event)

    {

    var o = 'event = onkeydown, which = ' + event.which + ', location = ';

    switch(event.location)

    {

    case KeyboardEvent.DOM_KEY_LOCATION_STANDARD: o += 'standard'; break;

    case KeyboardEvent.DOM_KEY_LOCATION_NUMPAD: o += 'numpad'; break;

    case KeyboardEvent.DOM_KEY_LOCATION_LEFT: o += 'left'; break;

    case KeyboardEvent.DOM_KEY_LOCATION_RIGHT: o += 'right'; break;

    }

    )

    I've built the game around "A" and "right cursor key" but my testers are complaining about accessibility.

  • Kyatric have you seen this issue crop up before? Any advice?

  • Working on a pinball game.

    The keyboard object in C2 only recognizes "Shift", not left/right shift. Left/right shift or left/right Ctrl are kinda necessary for a pinball game.

    Is this hard coded? Anyone know of a fix?

    This here says Left and Right shift keys are distinguishable.

    http://stackoverflow.com/questions/2297 ... up-in-chro

    Ashley Is there any way to make the keyboard object accept location?

  • A player for amiga tracker audio formats

    It's already in .js :

    http://www.photonstorm.com/flod

    https://github.com/photonstorm/FlodJS

    but I find it all rather arcane. Anyone who is knowledgeable enough to make it into a Construct 2 plugin?

  • It's amazing, I hearted it on LD as well <3

  • Made a game for Ludum Dare 29

    Sort of a j-rpg vibe. Completely unfinished of course. Tell me what you think

    http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=13139

  • Ashley yes of course I can, but that completely defeats the point of having a jump-through platform.

    I don't want a platform with solid edges that you can't jump up through or can't fall down through. I want a platform that knows whether I'm trying to enter it from below or the sides. And that's functionality that I miss, in the built-in Jumpthru behavior. It should be able to tell the difference and give me control.

    This is what I mean: https://dl.dropboxusercontent.com/u/280 ... index.html

    It could also have been solved by having the platform have both a solid and jumpthru behavior, only one of which is enabled at any given time. But then, I'd be changing the platform's behavior for all players, which is not ideal in a 2-player game.

  • You're welcome.

    It also solves this problem that was filed as a bug report:

    namely, preventing jumpthru from the side of a platform

  • Forgive me for necro-ing this post, but I found a workaround for this using a collision detector.

    Here's the CAPX:

    https://dl.dropboxusercontent.com/u/280 ... ility.capx

    and here it is in action:

    https://dl.dropboxusercontent.com/u/280 ... index.html

    This is definitely not a bug, it's by design. I wonder if it might be rectified if the JumpThru behavior could be told to check which side of the platform the player is entering from.

    Cheers

  • I made it! It now works perfectly, and is also framerate-independent.

    In the end I did go with an Array.

    Play it online:

    https://dl.dropboxusercontent.com/u/28087823/bubble%20bobble%20water/index.html

    Download the CAPX (fully commented, for study):

    https://dl.dropboxusercontent.com/u/28087823/bubble%20bobble%20water/bub_water_4_working_perfectly.capx

    And not only that, but I managed to solve a tricky problem that others have been having with jump-throughs: platform permeability from the sides.

    until Ashley makes an awesome Jumpthru behaviour that can distinguish which side you're entering the platform from (please do <3 ), my solution is simple:

    make a "JumpThroughProtector" sprite, one sprite wide, and as high as the platform you want to protect from a jumpthrough from the side. Set a few conditions, and now you have a platform that you can jump through, but will also act like a wall if you're pushing against it when not on the floor.

    You can check it on the two small platforms to the right: try jumping against the white vertical stripes. You can't.

    Now walk under one of these platforms and jump up. Works like a charm.

    This is preferable, in some cases, to switching the Platform from solid to Jumpthru, because sometimes you may not want the other players to exploit a platform that should only be jumpthru-able for you, since you're the one who's jumping the right way.

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  • Yes!

    As usual, just posting on the forum made me find a way!

    Here's how simple it was:

    https://dl.dropboxusercontent.com/u/28087823/bubble%20bobble%20water/bub_water2.capx

    1. while space pressed

    -> if there's less than 15 tiles of water,

    • > pick topmost watertile and add a watertile

    --> below it (if there's no obstacle there)

    --> to the right of it (if there's an obstacle there)

    2. if there's 15 or more tiles of water

    -> add a new tile of water like before, but also:

    -> select all tiles of water

    • > now select the bottom-most tile of water and delete it

    __

    Of course this only works for one stream of water. A second stream would interfere with the topmost/bottommost Z order.

    Hmm