dfernfield's Forum Posts

  • 14 posts
  • (Bump) Still having some trouble. Trying to implement events to detect when the red objects move too many pixels in a tick, haven't quite got it working yet.

  • Hi!

    I use xdk but, when I test my app on IOS then I always see just a black screen.

    On android works fine. But on IOS I see only black screen if I test my app in xdk 3522.

    I created a test app only 1 picture and I have a same problem, but I use 1136, 640 iPhone 5 size.

    I do not understand. Can someone help me?

    Make sure it exports and runs fine within your browser before compiling it, so you know the problem isn't from within Construct.

    If it runs fine on your computer, maybe try disabling the minify scripts options, and trying different Construct 2 versions if you can.

    From another thread, a user suggested:

    Be sure you're using the new export to Android (which using the new crosswalk stuff) option when exporting.

    When setting up a new project in XDK New be sure to copy and paste the files that were exported from C2 into the folder that you selected for your new project in Intel XDK New, replacing any files that show a conflict when pasting.

    Also, check this thread out as there seems to be a few things they're working out as we speak.

    http://www.scirra.com/forum/new-android ... 83062.html

    Hope this helps some.

    Hope you solve your problem! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • If the red objects are dragged too fast (using the Drag and Drop Behaviour) while the player is on top, the player clips through the solid.

    Everything is solid and the player uses the platformer behaviour.

    Is there any way to make sure the player stays on top?

    Thank you!

  • It's a weird logical operator in C2 but you can use it like this with Pick by evaluate in System :

    That works perfectly! Thank you so much!

  • None of the weights are selected.

    I can select one with just one number, but not multiple numbers. I've tried 18|19|20|21|22 with and without spaces and neither work. I also tried using the ampersand. But I think I'm missing something on how to select instances.

    Any help is greatly appreciated, thank you!

  • The Skend effect doesn't seem to work on iOS devices in the browser. Is this iOS just blocking WebGL inside the browser? I can't test a compiled app inside of iOS, I don't own one. I only noticed it when I played the game from an iPad mini.

  • If you have an event that's like "var1 > var2", this event will keep happen every tick when var1 > var2.

    The green arrow means that the event is a trigger, so it indeed does trigger only once, but you if you have one in a sub-event like this:

    var1 is less than var2

    |- trigger event

    Since var1 is less than var2, the trigger will keep occurring every tick also.

    If you want to check if var2 is less than var1 and then only trigger it once, you have to use the system event "trigger once while true". So it would look like this:

    var1 is less than var2

    trigger only once - do action

    Thank you all problems fixed.

  • when the joystick is released, XP = 0, so it is both inferior to 15 and superior to -15, so the lowest event runs.

    Thank you! That fixed the mirroring problem.

    This is what I changed it to for the player sprite mirroring to work, for anyone that's curious:

    As for the continuous jumping, I used the "trigger once" system event to produce this:

    Thank you andreyin for answering this in an unrelated question I had here:

  • I have an event that fires only when a variable is less than another variable.

    That event triggers an action that changes another variable.

    When the event stops firing, the variable it was affecting reverts back.

    I want the variable to stay permanently when it's changed.

    Do you know what I'm doing wrong?

    I noticed events that don't have the green arrow(a physical trigger, not a check every tick) do this.

  • Trying to create a floating "joystick" that when in the up position makes the player jump continuously.

    It's also going to control the player's left and right movement.

    The YP and XP vars are from the joystick. The joystick triggers: left, right, jumping or falling-through actions.

    The problems I can't solve:

    1. Having the sprite remain mirrored after the joystick is released in the right position

    The mirror state it stays in after letting go of the joystick depends on which event is placed first in the event sheet.

    2. Continuously jumping while holding up.

    When the joystick is up it seems to hold the simulated jump button, and while it's held, the "on lands" event doesn't fire to make the character jump again. I've tried using variables, functions, and a slew of different logical ladders to try and make it work... No luck though.

    If I can't get the platform behavior to do what I'd like, I will consider using a more manual way of controlling the character. Functions maybe?

    Thank you in advance.

  • Found a post from 2008 https://www.scirra.com/forum/multiple-cameras_t53580

    Suggestion was to allow for a split-screen functionality/support multiple viewports.

    [quote:3bfr38e9]It's on the todo list - at the moment the Layout object can't show a portion of the same layout. I guess this would be a kind of Viewport object - I should be able to make it able to show offscreen parts of the layout too, with custom scaling and rotating, which would be pretty cool... It's a good idea, and would allow splitscreen too.

    Anyone know anything regarding this?

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  • Here you go. Dig through this and hopefully it helps.

    https://www.dropbox.com/s/8x4ixsobadeql ... .capx?dl=0

    Thanks so much for the speedy reply, I've never had a reply on any other forum this fast!

    The example is much appreciated, it's not quite what I was trying to do though.

    This is what I was trying to accomplish (mute the commentary): https://youtu.be/-HUr5H0oVig?t=3m16s

  • Create a blank sprite for each area that you want the camera to be limited to. Then use an event: When Player is OverLapping sprCameraArea1, Move Camera to sprCameraArea1 and so on.

    Hopefully, that explains it.

    Wouldn't that only allow for one camera, viewing a single area? Just the sprite area the player is overlapping?

  • I searched for a plugin and couldn't find one that did what I needed. I was wondering what would be a practical way to get the same multiple camera effect the game: "Where is My Heart" doing.

    It takes the level, then shows only portions of it in different windows and mixes them up so they aren't consecutive.

    (For example, the top right and the top middle ones overlap part of the cloud and the heart.)

    Thank you in advance.

    EDIT: Changed title from "Cameras" to "Viewports(Cameras)"

  • 14 posts