Ize's Forum Posts

  • Give the objects that shouldn't change the "Persist" behavior... that's all :D

  • <img src="http://oi43.tinypic.com/2d7hfth.jpg" border="0" />

    More "Human Minesweeper" <img src="smileys/smiley4.gif" border="0" align="middle" />

    Still working on the gore fx, ripped off body parts spawn blooddroplets now which create a bloodsplash each when they hit the street.

    Switched the blooddrops from physics to bullet behavior and everything else to use deltatime... now it runs super smooth with hundreds of objects even on my sh*tty work pc :D

  • [TUBE]http://www.youtube.com/watch?v=zvZl3d-RQTE[/TUBE]

    My work in progress: human minesweeper...

    works like the original minesweeper... rightclick to flag, left click to check...

    the video shows a quick demo of a good round and one that didn't go so well <img src="smileys/smiley36.gif" border="0" align="middle" />

  • i don't have chris's examples anymore but maybe you can do something with my capx:

    dl.dropboxusercontent.com/u/45711709/newRag.capx

    i had some trouble setting it up but it works good enough for my project now :)

    check the game layout... right click to create, left to apply an impulse and space to remove joints

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  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/45711709/ragdollCreate.capx

    Steps to reproduce:

    1. Start Layout 1

    2. Click left mousebutton

    3. ?????

    Observed result:

    Spawned objects have misplaced origin

    Expected result:

    Ragdolls are spawned as in "Setup" Layout

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: no idea

    Operating system & service pack:

    WinXP SP3 / Win7 64Bit latest SP

    Construct 2 version: 145

    I've put the ragdoll parts into a container with the body so they get spawned with it.

    I have also tried to spawn each part manually after the body is created with the same result.

  • hey guys,

    i'm STILL working on my point 'n click adventure engine in construct 2...

    i started from scratch again and got the basics down now :D

    Click here for the TESTVERSION

    the graphics are pretty awesome because i'm working on this thing the whole time during my breaks at work <img src="smileys/smiley2.gif" border="0" align="middle">

    the events are getting pretty complicated but i got it all worked out now... regular expressions, arrays, functions... i use them all and without the new debugging features this would be impossible to do

    <img src="http://i40.tinypic.com/2zrnprl.jpg" border="0">

    bascally regex allowed me to match two objects no matter in which order they were picked before and functions allow me to shorten my events ALOT as you can see on the screenshot.

    instead of having a few lines with push actions i just have one line with all the stuff for that event... perfect :D

    you can pick up object in the demo by touching them with the player (i'll add the ingame interface to choose actions later)

    after that you can examine, combine and use the objects in the inventory (move cursor to the top left onto the box of stuff)

    to "complete" the test:

    1. pick up the bubblegum on screen one and walk into the blue area to change the room (you can't go back yet cause im lazy)

    2. pick up the timer on screen two

    3. combine the timer with the bubblegum to receive a timebomb

    4. use bomb on security door

    5. ????

    6. three two one... the end...

    i didn't get any further yet so there's no dialog system etc. so far.

  • For my game i want to script events to move characters autonomously, change animations etc...

    I've setup an array into which i push the events that should happen and then setup some events that execute them.

    Here is my test .CAPX: CLICK ME

    The events start after a few seconds...

    In the debugger you can see how it works through the ActionQue (my array) step by step. :)

    This works fine, however it's kinda tedious to setup and i was wondering if someone knows a better way to do this.

  • Umm... i'm not sure if this is what you want but here's an example:

    CLICK ME

  • Hey guys, here's a basic example how a Pageflip effect could be done in construct 2.

    This only works for turning pages to the next page for now and it's hard to set up with all the layers, families, blending modes and events going on :X

    It's kinda complicated and probably way more complicated than it could be but i can't do it any better... maybe an Eventwizard like R0J0hound Yann or Kyatric can fix this or show a better way to it (would be awesome!)

    Anyway, here is the demo: CLICK ME

    and the .CAPX: CLICK ME

  • Almost done... just have to add turning pages back and comment everything :)

    Updated Demo with multiple pages: CLICK ME

    Click here for a (partially) working demo and example .capx

  • getting there:

    Click me 4 Demo

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • I'm still playing around with my own version using layers to achieve this effect...

    Here's my .CAPX

    It works (kinda) but is static for now (2 pages)... move the mouse on the right page and it will curl... click on the pagecurl to go to the next page

    reload and do it again... etc :P

    i think it would be better to mask the new page and just slide it in instead of setting it's width but i can't get it to work properly in constuct 2 with it's blendmodes :(

  • This looks fantastic... <img src="smileys/smiley32.gif" border="0" align="middle" />

    Can't wait to see how this turns out :)

  • Well after a few more experiments i can say it's definately the webgl renderer of cocoonjs that breaks everything...

    here is my simple test project:

    https://dl.dropboxusercontent.com/u/45711709/cocoonTest.capx

    when webgl is enabled it looks like this on my phone (Sony Xperia Z):

    <img src="http://i43.tinypic.com/4ucb9z.png" border="0">

    when canvas is enabled it looks how it should:

    <img src="http://i39.tinypic.com/s4s6dc.png" border="0">

    overall a disappointing "update" :(

    i was really looking forward to use webgl in my mobile games :(

  • When i export to CocoonJS with C2_137 and launch the zip from SD-card via the launcher some of my Sprites are black and white... :(