GeometriX's Forum Posts

  • My pleasure. It is actually bugged, though. If you hold in the down arrow while still on a platform, and then step onto the ladder, it just drops you straight down at fall speed instead of the ladder "catching" the player.

    I'd fix it but I think it'd require some fiddling, which I'm just not in the mood for :P

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/14522925/C2%20examples/bookmarkGroups.capx

    Steps to reproduce:

    1. Contract all groups.

    2. Press F2/Shift+F2 to cycle between bookmarked events.

    Observed result:

    Bookmarked events in contracted groups are not visible.

    Expected result:

    Groups would be expanded to reveal bookmarked events inside.

    Browsers affected:

    Chrome: n/a

    Firefox: n/a

    Internet Explorer: n/a

    Operating system & service pack:

    Windows 8 Pro 64-bit

    Construct 2 version:

    r135

    ===================================

    On a side note, I'd like to make a request for the bookmarks bar to display something more meaningful under the "Bookmark" column, other than simply "Event", in the case of events. Perhaps the first triggering object, or the first triggering condition?

  • Here's a quick example using the platformer template. It's based on adjusting fall speed and setting Y vectors accordingly. You might need to tweak the collision polygon based on your preferences, but it's bug-free as far as I can tell.

  • If you don't find a hard-coding solution, you could do it with a single event. Compare two values [Sprite.Sine.CyclePosition >= 0.99] -> Sprite Set Sine Inactive.

  • Here's an example I made for someone else recently.

    In future, I suggest you use the search function before posting a new topic :)

  • Nullus, agreed. I forgot to mention how I handle event sheets. I create a single, all-encompassing event sheet that contains basically anything that's likely to happen more than once across my levels. This includes player controls, UI, enemy interactions and debugging.

    I then create an event sheet per level to handle that particular level's parameters (enemy spawn rate, enemy types, total number of waves, etc.) which are passed on to the main event sheet. Each level event sheet includes the main event sheet.

    I also put all my global variable in their own event sheet, just to keep things neat.

  • I select all locations and go through and uncheck: Korea, Taiwan, Brazil, and South Africa. Those are the ones that get you denied for not having a ratings certificate.

    Slightly OT, but as a South African games journalist trying to raise the status of indie development in our humble local industry, it makes me really sad to see that.

    I'd imagine that developing here, even with the intention of selling to our own market, would be more of a hassle than just selling to the US or Europe.

    I'll get in touch with someone at MS over here and see if maybe this process can at least be simplified. I doubt it'd be possible to remove the requirement.

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  • Hmm, it might be.

    Before you jump to that, I'd suggest trying a few tests. Make a simple app that just has some text boxes or sprites or something and see if that runs. If it does, then you know it's your game. If it doesn't, then it's probably your phone.

    Also try exporting your game with "minify script" unchecked - that's been known to cause a few issues in the past, specifically where physics is involved.

  • I'm not saying that it's definitely impossible, just that it's not possible with standard web security practices. There might be some third-party plugins that could do this, but my knowledge of JavaScript isn't great enough to know the details.

  • You are wrong.

    The exe still runs in what's basically a web environment. The exported executable is simply the HTML5 game running in its own web browser as a sort-of wrapper.

  • It could be a few things.

    Are you using the CocoonJS launcher app on your phone? Have you signed up and received a registration code, and entered that key into your app? Does the game work in a mobile browser?

  • But look at what I'm saying: global objects are not destroyed between layouts. So if you have Sprite01 on Layout 1 - created normally with the drag-and-drop interface, and then go to Layout 2 - which doesn't contain an instance of Sprite01, Sprite01 will be there anyway, because it's not destroyed.

    So do this: create a layout that only has your UI. Put those in the positions that you want. Assign them all to families. Set them all to Global. In that layout's event sheet, create an event On start of layout -> go to (Game Layout). Those UI elements will carry over. Then have an event in that event sheet On start of layout -> Move (Families) to Layer "UI"

  • You shouldn't be creating the objects on each level - they should be there already since they were never destroyed in the first place. They simply carry through from the layout on which they first appear until they're destroyed.

    You haven't said what the actual issue is though. What about that event doesn't work for you? But to answer your question, you can also specify layer names as strings. Just be sure to wrap double quotation marks around them like "this".

  • You mean the screen isn't scrolling to the player? Are you referring to the Scroll To behaviour?

    You'd have to share your capx. The only thing I could think of without taking a look at your code is that you might have more than one object with the Scroll To behaviour.

  • Oh, yeah, forgot about that. It always goes to the bottom layer. It's an unfortunately lacking function in that it doesn't respect layers at all.

    I suggest that put all the elements in the same family (or in a few, if you're got a mix of sprites, tiled, and text objects), and, at the start of each game layout, move everything in those families to their own UI layer.