glerikud's Forum Posts

  • Scirra Team, please make this happen.

  • But they might have to install the web DirectX contents coming with the NW.js installer if I know right.

  • I figured out an other solution, and it works just as I intended. I drop this here if anyone interested:

  • Works for me as well. Did you do a clean install of the new NW.js?

  • That 'offset' is middle in your object.

    Check offset at

    Self.X - distance*sin(60)

    Self.Y - distance*cos(60)

    Where distance is anything you need.

    To see what you are dooing, you can move a small sprite at

    test_player.X - distance*sin(60)

    test_player.Y - distance*cos(60)

    I see that youre player is a circle, that offset will also be a circle.

    Dont forget to move it 'back' when a overlapping is dedected. Else it keeps overlapping. You have to make a sorta 'push out of solids' routine.

    Thank you for the answer. I tried changing the expression to what you are suggested (I used different numbers for distance, 10; 70; etc..), but still not working.

    Edit: Well, not quite the answer to this problem, but I managed to get the collision system working using the custom movement behavior's push out solid (nearest) option.

  • ...For me, the browser object does not work for testing "is online" when exported to apk so I have to revert to other means as described in my previous post.

    Sorry, I think I misunderstood you. Since it should work imo, maybe it worth to file a bug report about this.

    Aren't those blueprint eventing systems way too limited compared to C2's eventing system?

    I wouldn't say that. Node based programming is certainly capable of making big projects. However seeing your project through can be troublesome.

  • I'm trying to create a custom collision checking system for our isometric game project. The idea was to check the target position before making any movement by the "Is overlapping at offset" event. If there's no overlapping happening at the target offset, then the movement can be made. However I don't quite understand that why is the following script doesn't work. I replaced the actions a bit for testing purposes to have it destroy the colliding object instead of stopping the movement. But no matter how I try it, the logic simply ignores the overlapping coordinates, the house won't get destroyed, I can move straight through it.

    Both objects have their collision enabled, polygon set up, are on the same layer. Any help would be appreciated.

    e.g. http://www.autodesk.com/products/stingr ... llery-view

    User-friendly scripting tools

    especial: 0:35

    So they just ripped of UE4's blueprint system?

  • When I export to apk it thinks it's offline both when I try it your way and when I try it mine.

    Since then your game is in an offline package, I think this works just as intended.

  • Thank you for this example.

  • Based on fm4fanAT 's solution you can use this expression with the Go to layout by name action as well: "Layout "&int(random(10)+1)" if you named your layouts accordingly.

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  • ...The question here is if there any Construct 2 support or plugin for this? I would love to experiment some with this kind of tools. Best wishes!

    There's no official support and AFAIK there's no plugin for VR.

  • But my problem is a little bit different; I have some sprites that get duplicated when they shouldn't be on new layouts. It's all a bit weird and seems to have started happening out of the blue. It's probably something I've done *somewhere* that I forgot about but I can't do a search for these sprites except by going through each event sheet one by one.

    Oh I see. In that case +1 to your request, especially since it was asked from Scirra several times.

  • Are you using bookmarks? https://www.scirra.com/manual/165/bookmarks-bar