Dave LeDev's Forum Posts

  • So with this could I theoretically create a web app website? That is, a full website within C2? It'd be really neat to get it to talk to APIs from WordPress, Joomla! or Drupal.

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  • This wasn't it but I found it to be a very novel concept. I happened upon this one by accident while looking for methods of linking a Twitch IRC stream.

    https://www.kickstarter.com/projects/14 ... ce-chamber

  • I recall at least one or two games that have come out in the past year or so that have the spectator-player, or what I fondly call the Non-Player Player (NPP). The basic idea is the spectator can passively or actively influence the game being currently played by a single or multiple active players. But for the life of me I can't find any references to these games-- anyone have an idea of what they may be called? There was one that appeared to be a sports-like team-based game. Players spectating would enter a command in the chat and it would add an effect on the playing field. I'm wanting to read up more on these games to see how they implemented their features. Maybe future games could have social media influence-- an active feed on Twitter could directly influence gameplay or a Twitch chat session could affect the playing field.

  • A tile map may be your best bet. Another thing you could look into is having one big map image and having 1 sprite instanced as needed. It'd contain a basic frame to represent the information you want to show. Like maybe a translucent black overlay to show as visited.

  • I didn't see a dedicated board for this, so I'm hopeful this is a good place to make feature suggestions.

    Very common when I'm tweaking a sprite bounding box I'm not making any unique shapes. All I really need is to tweak any edges a pixel in a direction. Instead of clicking a vertex, entering the new X and Y coordinate and repeat, how about this:

    Select an edge, and displace with arrow keys by 1 pixel. Hold shift to change the increment to 5 pixels. It may also be relevant to have Control change increment to 0.1 pixels.

  • Ha, okay. I'm just an idiot. That IS the right code. On start of layout without any user input, all switches were set to 0, hence no output. It's amazing what sleep and fresh eyes can do.

  • I second Qubicle. Can't wait for v2 completion!

  • This will likely need to be moved to the How do I...? Board.

  • I'm not fully certain on the intended result, but try this:

    If System Sprite.8Direction.VectorX < 0, then Set Flipped

    If System Sprite.8Direction.VectorX >=0, then Set Not Flipped

    Be sure to remove your flips on the keyboard presses.

    It'll check the direction the sprite is moving, left or right, and flip based on that.

  • I'm uncertain how to write this in Construct 2. I'm attempting to assess a 2D array. One column is a value name for a location check while the other is a boolean switch. I'm trying to run through the array and if the switch is true, append the name value of the boolean to a text variable. Here's what I got:

    Array proximity

    Sprite player

    Local text string = ""

    Local number i = 0

    For "" from 0 to proximity.Width, add 1 to i

    -->proximity Value at (i,1) = 1, Set String & proximity.At(i,0)

    If i >= proximity.Width, then set player.proximity to string

    Some sample values within the array:

    Wall,1

    Floor,1

    Ceiling,0

    Ledge,0

    Expected output: player.proximity=WallFloor

    I can append the string if I have everything on the for loop and get every name value, but I can't seem to figure out how to add conditions within it to just get name values that are true.

  • Cool, thanks for the speedy reply!

  • Is it possible to convert a variable name into a string? Here's what I'm attempting to do with proximity checks. Based on if a boolean is true, it would append its variable name to a string variable. This long string would then be used to call one of many functions. Example:

    prox_Wall=true

    prox_Floor=false

    prox_Ledge=false

    prox_Ceiling=true

    Run check on all prox_variables to see what is true, remove "prox_" prefix and return string "var2str"

    varcheck(prox_)=var2str

    If function exists, run func_action(var2str)

    --or--

    varcheck(prox_)=WallCeiling

    If function exists, run func_action(WallCeiling)

    Or something like that. I suppose also, is it possible to query what variables are available, or would this be better to store all this in an array?

  • Right, but height is a factor and collision is a thing depending on placement. Just saying. *laughs*

  • Here we go. First 20 seconds or so of Link jumping down are a perfect example.

    The Legend of Zelda: A Link to the Past (SNES) Ex…: http://youtu.be/vzfrOBUJ4qI

    I have some pseudo code written and I have an idea on how to do it, I just need to get to my computer tomorrow and try it. I was just really hoping to compare with existing code to see how close I am. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • To Q3D: OOOO! I'm going to have to take a closer look at that.

    But as far as what I'm attempting to do, even Mode 7 seems advanced in comparison. Everything is definitely rendered in 2D. However, say I were playing a platformer where I don't have to walk linearly on a path, but also walk up and down in 8d movement. I gave example of LittleBig Plantet because while the game functions like a 2D platformer, the first 2 games also have 3 depth layers the player can travel on. Or like Zelda, there are instances where the player can jump off the edge of a cliff into water. In that example it's all still 2D but it has the illusion of 3D.