Jakten's Forum Posts

  • Sorry, it took me a while to get around to trying this out.

    Anyways this is what I input:

    Unfortunately if I keep the destroy option on it shows me a random spot on the layout upon starting. When I turn it off the doors don't work. I'm not sure how you are choosing the layout name in the coding and I think that may be the problem. When I tried to play with the destroy/spawning settings I wound up with this:

    I tried a couple of other ideas I had which looked like this:

    This works out pretty well if I am going from 'Testarea1' to 'Testarea2' but once I am on 'Testarea2' all the doors don't work despite having the same coding aside from the necessary reversals. It's also really long.

    Any Ideas?

  • I've been messing around with doors and I can't seem to get the player to appear at the doorway on the new layout. Obviously if I set the play to start at the door at the start of the layout it looks like he went through the door but that doesn't help if I have multiple doorways on the layout or a spawn point away from a door. Is there a way to tell the player which door he should appear at on the other side?

    So yeah, I was wondering if anyone had any ideas on how to make a door system between layouts.

  • So I've implemented a "Jump" function to my game which uses 8-dir movement and originally wanted to use Space to activate it. For some reason when the character is Walking to the North West the character won't jump.

    I've set "Jump" to Shift for now and it works fine but I am just wondering why the Space key has an issue while Shift doesn't.

    Here is my .capx

    Arrow Keys to Move and Space (or if you switch it back, Shift) to Jump

  • .CAPX

    I managed to reduce it a bit but it's still there.

    I set it to disable movement if you are overlapping and enable it if you aren't and set it so it has to only move the Player 1 pixel out. I was messing with the various speeds but it seems like if I mess with them it just makes it so the Player goes deeper into the collision box even though the speed isn't represented in how fast you move.

  • Oh wow, thanks guys!

    This certainly seems to work though now I'd have to figure out how to keep the Player from shaking.

    My initial reason for doing the controls this way was to experiment but also I don't really like how the 8-dir movement works. I couldn't find a half decent way to keep it from feeling slightly slippery.

  • For some reason on collision doesn't work only overlap does.

    This works for stopping him but it stops him from moving in all directions. In the 8-Dir movement you can still move in the other 3 directions while touching the collision object.

    I initially figured I could make it so that when you overlap the object you have the object move the character in the opposite direction so that your movement onto the object is always offset but I can't figure out how to do it.

    So for each step forward you are forced one step back in the direction you are trying to go until you are off the object.

  • I am attempting to simulate 8-directional movement using the bullet behaviour. Unfortunately this means I can't use the default collisions that come with it so I was wondering if it is possible to simulate the way 8 direction behaviour deals with collision.

    Here is an example of what I have currently. I'm trying to make it so you cannot walk on the red collision mask.

    The .Capx

  • Yeah I initially posted there because the error said I should report it. Sorry if I shouldn't have. It was only afterwards did I think that I should double check first.

    Thanks for the help though, especially with the ground tiles that should probably keep things from slowing down later on.

    For the music I was trying to get the Positional Play working initially but I couldn't figure it out so I just tried Play when on Screen. Positional audio would make it so the music would fade depending on how close you were right? That was what I was trying for.

    I guess I'll just continue working with the audio disabled for now though.

  • Yesterday I updated to the newest version of Construct 2 and ever since then have been having this problem.

    Basically I have the game set up to change songs when a specific NPC is on the screen. It seems the game crashes now when it has to load the song. Depending on the browser some sound effects don't play or sometimes no music at all as well.

    Here is a link to the .capx

    It happens if you just walk left after running the file. Mostly in Firefox.

    The error that pops up says:

    "Javascript error! TypeError: this.gainNode is null localhost/Audio_plugin.js, line 1432 (col undefined) This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!"

  • Link to .capx

    Steps to reproduce:

    1. Run Layout

    2. Walk left using left arrow

    Observed result:

    Game crashes and this error appears:

    "Javascript error!

    TypeError: this.gainNode is null

    localhost/Audio_plugin.js, line 1432 (col undefined)

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!"

    I have no 3rd party plug-ins.

    Expected result:

    The music should change/sound effects should play.

    Browsers affected:

    Chrome: Yes, but none of the sound effects play.

    Firefox: Yes, it crashes when new audio should play.

    Internet Explorer: Yes, No music plays.

    Operating system & service pack:

    Windows 7: Service pack 1

    Construct 2 version:

    Beta Release r155. The previous version had none of these issues.

  • Thanks for the help guys!

    Ghost - Do you happen to know who made the megaman capx or anything more specific? I found a hand full of them but I'm not sure which one you mean specifically.

    ArcadEd - I'll take a more in depth look at your Contra file once I'm home form work but it looks like I'll probably learn something from it, thanks a lot!

  • Hello!

    So I've generally been using my game as an attempt to teach myself Construct 2 and followed a couple tutorials and such and eventually branched off from there. Unfortunately many of the tutorials are fairly basic with movement.

    Something I really wanted to be able to do was figure out how to add a lot of detailed movement and animation but I feel like I might not understand how to deal with it/lay it out entirely. A lot of my movements conflict each other and I'm beginning to find it really difficult to fix the issues. An example would be attacking while pressing a direction and jumping. Because of all the previous actions it plays a running animation and stops the jump in mid air.

    I'm not really looking for an answer for each problem specifically I'm just wondering if anyone has some pointers on how to layout complicated actions and avoid conflicts like this.

    Thanks!

    ...and here is a capx of the file I've been using for reference:

    mediafire.com

  • Thanks, I didn't know about 'Once true' condition so this helped immensely! I managed to fix all of my issues.

    Thanks a lot!

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  • Hi Guys!

    So I am having an issue with animations playing properly. For some reason the animation state will change but the animation won't play past the first frame. I'm having this issue when you press up to look up though I also had this problem with the jumping animation as well (I removed the full animation for the time being so just check out the look up animation). You can also see this if you climb all the way up the ladder to the left and jump down, it should play a landing animation but it only plays the first frame of it.

    It seems odd because the running animation works fine, I don't see why the other animations wouldn't work. Does anyone know what the issue might be?

    Here is a link to my .capx file:

    mediafire.com

  • Finally managed to get the attacking problem worked out as well using NOT statements, thanks again BluePhaze!