deathangel1479's Forum Posts

  • Sorry, I was bussy a long time. Now I have time to go on with my project, so also with the plugins.

    Thanks for the awesome tool, I have a bug to report though.

    When exporting, with the latest version of construct the runtime crashes because runtime.name can't be used anymore and thus the "project" variable will be null.

    Best,

    Luca

    Well, I am not good in javascript.

    I updated it. Lost the "autoloadstorage", because many problems.

  • Ok, I have a solution.

    Even though I do not understand why the first was not.

    This works...

  • This local variable is to call this function maximum once per tick, but on future ticks, it is already set to 1. So its once all time...

    It behaves like a static variable, why?

    I do not understand that...

  • If your project it a single file(capx), you need to unzip it or open files inside 7zip.

    What zenox98 said, before.

  • Like this?

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  • I must roll back a little, you have brought me something in rage.

    Sorry.

  • It's not about me, but about the enduser. I can not say to them you need additional software or buy an other controller.

    I cant build my controller setup...

    It's annoying that I do not even get a negative response.

    I think, for the developer that is no problem.

    They build this plugin, I think with a specific controller, and build a template with it.

    Later they added one or two more.

    But that is not needed, there is a default system that work for all controller.

    If you click there on the "the article" link, you come to all you need, to build a real usefull gamepad plugin.

    I would write it myself, but I'm not good enougth in javascript, to do it. I can do some little things, but that I do not trust me. Too deeply into the matter.

    Additional there are some missing functions, so you cant figure out(easily, yes you can do it with a big workarround) when any axis was pushed, and what index it was, from which gamepad index? For every other click we have this in construct. I would save this under gamepad type name in local storage, so you have a setup. That's standard system, construct use everywhere.

  • Really?

    My gamepad works great in windows, in any normal game, in the online html5 controller test, but not in construct2 because construct only accept axis 0-3.

    You dont see it, because you dont have these axis... Like I dont have this extra button...

    But you see, all works in this tester, and its also html5... In construct they are ignored, what is not ok. Needs upgrade, then are all compatible.

    No need that they are in the list of the specific compare condition, but they should be useable in raw.

    Logitech Chillstream PS3

  • We talk about the same thing.

    My gamepad(really gamepad!) use axis 0,1,2,5,9. Construct handle only 0-3.

    Really! May be you bought a gamepad that use 0-3... Then you were lucky.

    I cant say my users later, you can only use one of this 3 gamepads...

    http://www.html5rocks.com/en/tutorials/doodles/gamepad/gamepad-tester/tester.html

    Plug in your gamepad and be amazed.(raw mode)

    Or I do it for you...

  • Only for axis 0-3, not for 4-9...

  • Depending on project size.

    My opinion.

    I have a general aversion to globals.

  • The gamepad plugin is not very well drafted.

    It has quite a few limitations.

    I also just try.

    https://www.scirra.com/forum/gamepad-plugin-problem_t149361

    I do not think I get a reply.

    But somehow I must also hammer out ...

  • Oy. What I'm saying is Tiled Backgrounds, 9-Patches, Sprite Fonts, Tilemaps, Particles, etc. should all be able to use multiple images like frames in a Sprite object. This way you can swap images on the fly, create animations, and so on, all using one object.

    Instead, we are limited to one image per object, which results in a bunch of pointless extra objects, necessitates a family to control all of them, and prevents us from doing the things mentioned above.

    Ashley even considered making some of these objects, like the tiled background, a component of the sprite object instead of its own thing..for these very reasons. So, again, hopefully it's addressed in C3.

    Hmm...

    I'll agree partially.

    In 9Patches would be very great to have frames. Additional collision. Awesome for resizable Buttons... I would love it!

    Tiled Backgrounds, yes would be useful.

    Sprite Fonts, Particles dont know I never used them until now.

    But Tilemaps, there is really no need. My opinion, because tiles are like frames and there is really much space...

  • You go through your sheet files and remove the references in the xml.

    If you have not used it often, its easy!

    But you need a little flair. And make a backup!!!

    For example here in my sheet "PlayerSheet" the sprite "Player":

    And in project file:

    A good editor like nodepad++ helps. You can set it to xml and its quite manageable.

  • Search all references in you project files and remove them.