dhunHERO's Forum Posts

  • This topic may be relevant:

    From JavaScript there doesn't seem to be a way to access the additional buttons. The mouse api alluded to being able to, but in the example capx using it shows that it doesn't work.

    You could map the buttons to keyboard keys or if you use just nwjs there may be way to utilize an addon to use another language to access more of the system than what the browser usually permits.

    s there a way to support it on Free edition?

  • I'm not sure how the gaming mouse inputs are registered, but the Keyboard object might do the trick.

    You can use the conditions "Key code is down" or "On key code pressed" and put the specific code for that button. You can find a button's code using the expression "LastKeyCode".

    t's a MOUSE. Not a KEYBOARD. (I'm not mad, I'm just giving you info )

  • what do you mean, support for gaming mouses? the mouse plugin already has a input detection for all mouses no matter if has the default 3 buttons or 10

    on't think so. (I checked, no support for gaming mouses, only support for normal mouses)

  • Can you add support for Gaming Mouses? Gaming mouses have more buttons! e.g. two side buttons, thumb wheel, etc.. Search Gaming Mouses on Amazon!

  • You still have to pay attention to the memory usage of your game. So make sure whether loading a video in memory is more efficient then doing the "cut scene" within Construct 2 itself.

    Depends also on the devices you target. Apple iphones don't like huge videos and you can't really navigate from a point to another within those videos.

    Plus, as always with Apple, to start playing the video you are required to have a player input. possibly on a DOM object like a button.

    You said that right about spying on the memory usage, but i can't make my cutscene in C2. Imagine a moving body, voice, effects, etc.. You'll have to make so many events for that! I estimate that's not even enough for a free version of construct...

  • Do you mean by rotation? If so, tilemaps purpose are to have blocky style games (like placing blocks on a grid)

  • yea video plugin is a good plugin to rely on, its really fast, make sure u name ur files with lowercase's before exporting if you play from files inside the C2 project and not from external links (ie. "myvideo" and not "MyVideo")

    OK! Glad to hear that.

  • My game will heavily rely on the 'Video' object for cutscenes. Is it OK to kinda 'overuse' the Video plugin?

  • Hi, I'm MinecraftM153.

    I use c2 VERY often. It's so easy, i got started right away without peeking a single eye in the tutorials. (I did peek, after i got a little advanced.)

    That's it.

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    > There won't be 3D.

    >

    4 words, that should make it easier for future quotes.

    No...3D?

    NUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

    (Sorry for spam)

  • > I have a player with the physics behavior and i have a platform with the solid behavior

    >

    > scirra.com/manual/98/physics Physics behavior

    > .. Physics won't respond to objects with the Solid or Jumpthru behaviors. These behaviors are totally redundant when using Physics and have no effect. Instead, use the Immovable property...

    >

    so..you nedd to add Physics behavior to platform also...and set to Immovable...

    Didn't read the manual, thank you!

  • Hello. I have a player with the physics behavior and i have a platform with the solid behavior and the platform is supposed to stop the player falling out of the layout and getting a game over, but the ball falls BELOW the platform even though the platform has the solid behavior. The platform is meant to hold the ball still while the player gets ready and if the platform wasn't there, the player will get a game over immediately!

  • I would start with giving the ball object the physics behavior and then using apply force action in the up direction. If you want it to jump toward the cursor click then you can grab the mouse.x, mouse.y in variables and then set angle to these when you apply the force. With the physics behavior attached the ball object will automatically fall with "gravity" so you would simply need to tweak the dampening until you achieved the appropriate 2 second effect your after.

    You will need to have added the mouse or touch objects to the project by double clicking layout and selecting it from tools object menu that pops up.

    The mouse event you will probably need is the On-click (not On-clicked!) and use left mouse with single or double-click whichever fits your game.

    Thanks! Your idea worked perfect!

  • Hello, I have a ball object that needs to be jumping on mouse click anywhere on the screen and fall down if not clicked back within 2 sec. Unable to find how to implement that behavior. Please suggest.