CodeMasterMike's Forum Posts

  • A new version is out! Current version is 1.05!

    Now the download files are stored as a *.c2addon file, to make it easier to install and update the System Manager plugin.

    I have added support for Construct debugger. The data is read only. I have also added support for Construct saving/loading functionality.

    A new function is the "Get object from Object type" condition. This condition searches for a given object and returns it. This condition works similar to the "Pick Nth" system function, but the user can search on a specific variable instead of just a instance value.

    See orginal post for information and download link!

    Thank you all for your interest and support with this plugin! <img src="smileys/smiley1.gif" border="0" align="middle">

  • It was a really long time since the last update, but today I have released a new update, and the latest version is now v1.10!

    With this update I have added support to save and load all timers and counters with the Construct save/load functionality. I added support for the Construct debugger as well, so now you can get some info when using that awsome tool!

    And I have also made the change so now the plugin files are downloaded as a c2addon-file instead for a zip-file. With the c2addon-file you can drag&drop the plugin file directly into you Construct program, making it easier and faster for you to update your plugin files.

    <center>Download v1.10 Plugin as c2addon file</center>

    I hope this update will be of big use for all of you who uses this plugin. To get the whole change list and more information, go to the top original post and get the new update now!

    Original post

    Thank you everyone for your feedback, suggestions and support! <img src="smileys/smiley1.gif" border="0" align="middle">

  • funkyos

    Sorry for the long delay to answer.

    I see what you mean, and i have to check the code, but i suspect

    its because the function does a check, and if the counter is running, then it will not be restarted.

    Really nice!

    Im really hoping for that the new Arcade will be mobile friendly!

    Playing all these games directly in the mobile browser would be really cool!

  • The good thing with html5 is that the computer setup doesn't do much difference anymore, since its all run in the browsers.

    What you should do, is to test the game in different browsers instead, with different screen resolutions, to make sure your game is running smoothly, and looks like it should, on all browsers.

    If you use webgl, then construct should revert to canvas automatically, if webgl is not supported. So you could do some test there aswell, to make sure it doesn't look wrong if webgl isn't supported.

    If the plugin works good enough for you in different browsers, then they should work for other people as well.

  • I recommend to read this page about trajectories:

    http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html

    It can be little hard to understand at first, but this page really helped me to do trajectory calculations for 3d space.

  • SoldjahBoy Thanks for the input! Some nice ideas you have written down.

    Although I have to say, that I haven't updated this behaviour for around a year now. The company I worked for where I started to developed this behaviour doesn't exist anymore, and Im working at another company, where we don't use Construct.

    I do have a Construct licence myself and my plan was to work with Construct on my spare time, but work and family is taking all my time, so I haven't been able to work with Construct at all for the last year, and I don't know when I can sit down and update my plugin/behaviour projects I enjoy working on.

    Now to your comments!

    • With the crashing on export, I cant say why. I was working when I did the behaviour, although that was around the r100 update, so things have changed and therefor it probably doesn't work as it should. The behaviour relies heavily on the internal physics engine in Construct, so if there was a internal change, the risk is it affects this behaviour. Try to export without using "minify script", and see if that helps.
    • With getting a more feeling of "asphalt" then I cant straight out say what you need to change, since changing one parameter can change the feeling of the car, so the sollution lies there somewhere, just takes amount of time to get it right. But I would think it lies in the wheels and how their settings are set.

    I used to work with Virtools and their car physics, which had loads and loads of settings to play around with. And it could take very long time with fine tuning to get the car behaviour you wanted.

    In my todo list, there is more settings I would like to test and develop to change the behaviour of the car physics.

    2. Stuff like that is what I want to develop for the behaviour in the future, but as I stated, I don't know when that will be.

    3. I can't remember really what caused this. But normally you need to place the car objects before you add the car physics. moving the car after the physics is set, then issues like this can appear. Don't know if that is the cause of your issue though.

    4. This setting doesnt do anything. I put it there to make it easier to seperate the setting parameters. There is probably a better way to do it now :-)

    5. Maybe its possible to make some function for that. But generally you would need to use some kind of force since that is how you make a pyhsics object to move, to make the movement and physics behaviour realistic.

    Im glad that you enjoy using this behaviour, and I hope I get some time soon to update it, and add my list of features and fixes that I have in my head.

  • Epox

    I don't know any easy way to do that, sorry.

    In theory, you would have to destroy the behavior, mirror the car, and add the behavior to the car physics in order to make it go the other direction. How and if this is possible, I don't know since I haven't tested it.

    Maybe another way is to have one car pre-created in each direction and switch between them somehow, depending on which direction you want to go.

  • trollface

    Are you certain that the error comes from this behavior and not from something else? The behavior is still in beta, so it is not finished.

    All behaviours/plugins are open source, so if you feel like it, you can always try to change around in the source code to fix the issue, if the issue do come from this behavior.

  • MakubeX

    I have to check out the description later, because I cant access dropbox at the moment.

    If the text disappears like that its more of a problem with Construct/graphic driver issue, than with the plugin. The plugin doesn't have any functions to make text appear/disappear.

  • Savvy001

    I have plans to update the plugin to this new feature, and I will see what I can do the next coming months. Sadly, I have basically no time over for Construct at the moment, but I will try to update this plugin as soon as I can.

  • Link to .capx file (required!):

    http://

    Steps to reproduce:

    1. Create a family with at least two different sprites.

    2. Set a instance variable to family, and set a individual number to each sprite family member (1, 2 etc).

    3. Use a For loop to go through family and as a sub event, compare a number against the family members instance variable, and when these numbers are correct (ex 1 == 1) create a sprite of that family member.

    4. Restarting the game, or pressing F5 to refresh the window, will cause the created sprite to change randomly, eventhough they should stay the same.

    Observed result:

    The result is that the loop creates a sprite all right, but the family member it creates the sprite from is random, even though it should always be the same sprite, based on the given instance variable. The sprite that should be created should have the same instance variable as the sub event check.

    This becomes clear when restarting the game or refreshing the page by hitting F5 several times.

    Expected result:

    The same sprite should be created at the same spot every time when restarting the game or refreshing the window by hitting F5.

    Browsers affected:

    Chrome: Haven't tested

    Firefox: Haven't tested.

    Internet Explorer: Haven't tested.

    Opera: Yes.

    Operating system & service pack:

    Windows XP SP3

    Construct 2 version: 120.2

    Link to capx example:

    http://dl.dropbox.com/u/52716812/Projects/Issue/SpawnFamilyIssue.capx

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  • malvikasavur

    legora

    Both of you should look into the expression called "GetTimeValue" (TimeManager.GetTimeValue(Label))

    This gives you the current time in milliseconds for a counter of your choice.

    And with this you can compare, store and display the time value in another layout or wherever you may need the time value.

    If you later on wants to convert this value to a time string, look further into the different expressions under "Time Counter Convert".

  • chef

    I have/had plans to make both RWD and AWD systems for the Car physics behavior. But work and family is taking up all my time, so currently I don't have the time to work on this project or on any of my other projects.

    I will update this behavior when I get around to it, but it will not be this year. Hopefully next year.

  • Suvd

    To get seperate seconds, use the "Seconds" or the "SingleSeconds" expressions. There is no expression to get just minutes.

    Instead use the "MMSS" expression, there you will get the minutes and seconds in a single string.

    A tip; to the right of the expression, there is a short text explaining what the expression does.