Greaver's Forum Posts

  • > I know that. But is it enough it exist in a layout once per save? Or must it be once per launch? Everytime the player launches the game, must that layer be played once atleast or it doesnt since u have a saved game?

    I'm sorry mate I found quite difficult to follow what you trying to say especially this >>>(once per save?)

    it looks like there is a confusion here or I didn't understand your question properly I will leave it to someone else to see if they can give you better help than me. As you asking for Loading the Game and Objects but at the same Time you talking about saves and Layers it doesn't make sense as everything its done before you export the Game so is no sense to talk about the save Games.

    After the Game is exported and installed:

    1-C2 Loads the whole assets before the Game starts into the Memory

    2-C2 loads after that Layout by Layout meaning if you go directly to Level 1 it will load only the objects from Level 1 once you finish playing that Level and if you change layouts all the objects that are not used on the Next layout will be destroyed it only keeps the one that will be used on the next layout

    3-You just need to make sure what you already know which is to place the objects on their respective layouts before you export the Game and if you do this properly you shouldn't worry about the saves that happen after Exports as that is C2 responsibility after the Export so it will take care of that as long you done everything properly

    If this is not what you looking for please give them more Explanation to understand more and I'm sure someone else will help you out I hope it helps.

    No, this has nothing to do with my question. Let me explain it in a way.. That you will understand, hopefully.

    So CS2 can not laod objects unless they are on a layer that has been visited right? Ie, if u play on Layout 2, the system cant create objects that only exist on Layout 1 into Layout 2. BUUUT! If the player has been to Layout 1 before, THEN the system can create objects in Layout 2 that exist on Layout 1.

    So my question is; LETS say u visit Layout 1 then Layout 2. Now you close the game. The next day u launch the game again. And u load the game in Layout 2. Now CAN the system create object that exist on Layout 1 and not Layout 2, since the player did not visit Layout 1 this launch.

    Get it now? Or MUST the player again visit layout 1? In this case its better to load all objects on a loading screen or title main screen so it can load these objects every launch.

    Understand?

  • I know that. But is it enough it exist in a layout once per save? Or must it be once per launch? Everytime the player launches the game, must that layer be played once atleast or it doesnt since u have a saved game?

  • Hehe hey there! ^_^

    So we know that all objects must be placed out already for C2 to load them (On create).

    But is this once upon a save or is it for every time the player launches the game?

    (Ie, should all objects be placed out on the main title screen for every launch, or every loading screen, or is it enough once like the first starting area? Since rest of the game isnt affected by it?

    Thanks for the help! ^_^

    - All the best!

  • Hey there!! I have C2 and would like to try C3. Do i have any discount??

    Thanks!

  • Greetings there people!! ^_^

    So i have C2 and was thinking of buying C3!

    No company as of yet, no income, however i was planning to release apps on the store. Open buisness later.

    Is this OK for individual license? Or do i have to get buisness license???

    Thanks for the help!

  • > Hehe hey there! ^_^

    > So basically i have made a config ingame to edit buttons. However i noticed that 'Keyboard' and 'Gamepad' are seperated.

    > Is it not possible to make a same keycode for both? Ie, instead of making it;

    >

    > UP Arrow pressed

    > OR

    > Gamepad Up arrow pressed

    >

    > To make it into = When Keycode is pressed. (No matter if gamepad or keyboard) ?

    >

    This isn't possible. Controllers don't use keycodes like keyboards do, they use button IDs.

    Thanks for clarifying this - so basically i need to make a key config, 1 for keyboard and 1 for gamepad.

    Then the entire controller unit must be 'when keycode (keyboard pressed) OR keycode (gamepad pressed)

  • Hehe hey there! ^_^

    So basically i have made a config ingame to edit buttons. However i noticed that 'Keyboard' and 'Gamepad' are seperated.

    Is it not possible to make a same keycode for both? Ie, instead of making it;

    UP Arrow pressed

    OR

    Gamepad Up arrow pressed

    To make it into = When Keycode is pressed. (No matter if gamepad or keyboard) ?

  • Aww it doesnt have 'play at object', darn it! ^_^

    Oh well, was fun trying this atleast. Just not quite usable ^_^

  • Bump?

  • Hello there!

    Basically when u force move the 'Character' Left or right, it has a bug. Aslong as its going right it stops at obstacles, but whenever its going left, it starts climbing up the obstacles.

    Its not only on set position, but the same thing happens on bullet effect.

    CAPX sample http://www.filedropper.com/testd

    Press D untill u go left (mirrored) and see how it goes UP the obstacle with small jumps. Also happens with bullet effect.

    Here is bullet CAPX - http://www.filedropper.com/testleftandright

    Use left or right arrow. NOTICE how using left arrow makes it climb up the wall obstacles. Why is this?

  • Hi,

    Ok, sorry, so I checked and played around with your Capx and this is my feedback:

    1) Your Sprite has Platform behavior and when using Arrow keys it behaves correctly (no jumping).

    2) If using the D key as per your event the "jumping effect" occurs. I checked all collision lines and tried variations with other solid objects and in all cases the "jumping effect" happened.

    My conclusion / advice to you:

    I believe this effect happens because you are using the Move Forward action which "teleports" your Sprite 4 pixels into the solid object but since it cannot be inside a solid object there seems to be a push back effect which we see visually as "jumping effect".

    To move your sprite you should not use such "teleportation" of X pixels, but you should simply say, if you do not wish to use Arrow Keys, on D key down SIMULATE CONTROL (under Platform) and choose Left if you want it to go left or right if you want it to go right, etc.

    Good luck

    Hello again - bullet has the same effect. Aslong as the character is going left, it will climb over obstacles.

  • Hi,

    Ok, sorry, so I checked and played around with your Capx and this is my feedback:

    1) Your Sprite has Platform behavior and when using Arrow keys it behaves correctly (no jumping).

    2) If using the D key as per your event the "jumping effect" occurs. I checked all collision lines and tried variations with other solid objects and in all cases the "jumping effect" happened.

    My conclusion / advice to you:

    I believe this effect happens because you are using the Move Forward action which "teleports" your Sprite 4 pixels into the solid object but since it cannot be inside a solid object there seems to be a push back effect which we see visually as "jumping effect".

    To move your sprite you should not use such "teleportation" of X pixels, but you should simply say, if you do not wish to use Arrow Keys, on D key down SIMULATE CONTROL (under Platform) and choose Left if you want it to go left or right if you want it to go right, etc.

    Good luck

    Im using this D for a dash effect. There is no simulate left or right when it comes as an additional option dude.

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  • Capx has been added.

  • Hi,

    1) Based on your description, you have a lot of errors in your design.

    In order for anyone to give correction feedback you would need to share your design or at least more details related to movement.

    2) In your movement description there is absolutely nothing about climbing as you can see. If you would open a brand new project and put only that event then it will do as described.

    No, it will climb. That is the problem. Try it. Keep D down untill u hit a wall.

  • Hello there! So basically, either there is a huge bugg in C2 or something is wrong here.

    ''When D button is down''

    -If Sprite is mirrored -> Sprite move forward 4 pixels

    -If Sprite is NOT mirrored -> Sprite move forward -4 pixels

    So. When the sprite moves forward 4 pixels its perfect and it stops at obstacles. However;

    when the SPRITE is moving -4 pixels (backwards) It starts climbing up obstacles, what gives?? Bug or? Same thing happens with 'Set position to Sprite.X-2'' - it starts climbing up obstacles like walls....

    Anyone?

    EDIT Capx for u to try; http://www.filedropper.com/testd