Jayjay's Forum Posts

  • anytime <img src="smileys/smiley4.gif" border="0" align="middle" />

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  • Awesome job! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Here's a reupload of the plugin I think <img src="smileys/smiley1.gif" border="0" align="middle"> Not sure if it's an older version and I don't seem to have any example cap files, but you can extract them to your Construct Classic \ Plugins folder

    https://dl.dropboxusercontent.com/u/4714446/SPlugin.zip

  • Ah for Construct 2 you'll probably find help in the How Do I section here: https://www.scirra.com/forum/how-do-i_forum45.html

    Edit: Oh, yes it might get buried, but in that case I'd throw it in Open Topic rather than the Construct Classic section, to prevent people from becoming confused between Classic and Construct 2 <img src="smileys/smiley6.gif" border="0" align="middle">

  • Okay, had some time to throw something together and here's the example: https://dl.dropboxusercontent.com/u/4714446/8Dir.cap

    What I did is disable the behavior from changing animation frames, and set it from events (I used the Control Is Down event as it always will match the keys you set in the project properties that way).

    Hope that helps!

  • Sure can <img src="smileys/smiley1.gif" border="0" align="middle"> Took me a little while to throw together but here's an example cap file: https://dl.dropboxusercontent.com/u/4714446/MultiChar.cap

    You could use families to simplify events, but this method works well if each player object will use different behaviors and etc.

    Edit: Oh, use keyboard keys 1, 2, and 3 to switch and arrow keys to move around. I set unbounded scrolling just so you can see the scrolling is working properly (in bound scrolling it will stop scrolling near edges of the level)

  • Sure, if you use it as an event you can wait until something happens I guess (holding the whole game), but are you trying to wait for something other than a certain number of seconds?

    Otherwise I guess you might want to use the Timeline object (also built-in, but I don't have a link to the tutorial around so I'd have to upload the example cap file if you'd like)

  • sounds like you need the Wait object <img src="smileys/smiley4.gif" border="0" align="middle" /> It should be default with Construct Classic installation I believe, but if you don't find it (in the Other category) I can upload it again for you (not sure if it was built-in or not)

  • NanoMan luckily yes <img src="smileys/smiley4.gif" border="0" align="middle"> A sample from my book has the section on adding controls, you can check it here: http://www.packtpub.com/article/construct-game-development-platformer-revisited-a-2d-shooter

  • Can you try exporting your game to EXE and check all the Python libraries to see if it works fine after importing them?

  • Arima, I loaded everything into my game from external files as I had wanted the game to be moddable, and found that once the "engine" of events was bug free, the game generally was too. Construct Classic is pretty unforgiving in terms of editing and making a large file (that's true), but if you make your game right, you can still do awesome stuff that the community should be proud of.

    No matter which version of Construct, we are all supporting Scirra.

    For people who can afford it or who want to make serious (and multi-platform) games, I'd 110% recommend they get Construct 2 like you do as well, especially because of the amazing features Scirra adds every few weeks and the multi-platform options of HTML5/WebGL.

  • Arima, I think it's fair to say that both tools can make big games, but Construct 2 will give much less resistance as you go, whereas Construct Classic can introduce surprise bugs and glitches to workaround.

  • , although still available, I don't think anyone will be around to fix that bug sadly, but thanks for pointing it out (haven't noticed it myself yet, but I usually don't use toggle action).

  • Sure, here's a cap <img src="smileys/smiley1.gif" border="0" align="middle">: https://dl.dropboxusercontent.com/u/4714446/EventGroups.cap

    Edit: Oh, just saw yours, yeah both works. Mine is more for global things like menu screens and etc, so that you don't rely on any object to hold the values directly, both are good solutions I think <img src="smileys/smiley1.gif" border="0" align="middle">

  • sadly not all at once, however you can instead use a global variable eg: ActiveGroup

    and then in each group create an event "System object > compare global variable > "ActiveGroup" = 1" or similar, then throw the events underneath.

    This means you just change your variable and whichever group has that number will be active <img src="smileys/smiley1.gif" border="0" align="middle" />

    Edit: Also, you might like the examples kit I made for Construct Classic which has a lot of source codes to games and examples I've made. You can grab it from the link in my signature here <img src="smileys/smiley1.gif" border="0" align="middle" /> (it also has a link to the newest version of Construct Classic, Version R2 on Source Forge)