JohnnySix's Forum Posts

  • You can set the velocity component directly, I used it a few times to do things like apply forces to simulate when a character fell into water, so they had buoyancy.

  • R0J0hound - I finished it finally - I hope I pronounced your name right!

    youtube.com/watch

    The game is playable here:

    johnnysix.net/games/CakeSweeper

  • Wow dude, above and beyond, thanks for sharing. When I get round to doing the devlog video for the final one, I'll be sure to cover your solutions to my roadblock.

    I replicated your much more elegant solution into a 2d grid, with a view to just rendering it out to isometric, rather than trying to calculate collisions / interactions etc in isometric space like before.

    I'm going to update the cat enemy / rat ally logic to work in 2d also, and alter the play area so it's a lot more fast paced. I've deleted 90% of the event sheet to start again :)

    Did you enter the Ludum Dare yourself?

    ldjam.com/events/ludum-dare/52/cake-sweeper

    I posted my progress with some gifs, thanks again for your help, I should use the forums more than once every 2 years :D

    ldjam.com/events/ludum-dare/52/cake-sweeper/one-step-back-for-two-steps-forward-rat-burger-cake-sweeper-v2-0

  • Thanks R0J0hound - that's amazing - very happy to see you're still around and active one the forums!

    Every time you share something I learn something extra too. Did not know Construct Functions could take parameters.

    The smooth moving version is very elegant. I have a bad habit of adding more stuff instead of simplifying things, what you have with the testing position is spot on.

    I'll post once I've got it working in Isometric - thanks again! :)

  • I'm stumped as to the best approach, Ideally I'd like the object to just interact independently.

    I.E. If object pushed, test if path blocked, if object pushable, set as 'pushed', then repeat until no obstruction, then move.

  • Thanks alextro - that's similar to what I'm currently trying ( but isn't working)

    Start with generic loop , pick cake that matches current index position x/y , then where count is 1 , add the collider ( which pushes the cake ) .

    Where count is 0 stop loop and add a sprite to mark end of 'ray'

  • So, I am generating a 'line' of sprites to detect how many objects are in a line, then moving all those objects in one batch.

    However, I want to truncate the line if there's a gap ( the game is pushing lines of cakes around )

    I can't seem to either check objects with matching x/y or overlay upon spawn ( which would make things really easy)

    In the screenshot, the rat pushes Cake B, it should close the two tile gap, THEN push A, but upon creating the line with a For Loop, I can't exit/stop the loop or not create a line if no cake exists in collision area.

  • Just to add , it happened again today, and if anyone else has similar issues, and hasn't yet migrated to C3:

    I opened C2 on my left monitor, opened a file, it froze / hung.

    I closed C2, opened it , moved to right monitor, and it opened. :p

    I have no idea what dark magic it is, but it seems to work...

  • Well that's really odd! I don't know if it was that there was a reference to a drive that was removed or something, but it'd get as far as painting the first event sheet tab them hang indefinitely.

    Now it seems to be working fine! Thanks Ashley

    BTW - as a massive ADHD fueled rabbit hole I was looking at making a quick tool to expunge all my old CAPX of unusable items in Construct 2 - then thought, it'd probably be easier to request for Construct 3, if it's already parsing and identifying outdated add-in/plug-in etc, to just have an option to 'Remove from project' - 99.99% of the time it'd have no effect, as they were simply included in the default template for 'retro style game' etc.

    I add it as an idea.

    construct3-21h2.ideas.aha.io/ideas/C321H2-I-514

  • Thanks Laura_D - have sent a mail.

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  • I used to be able to still open / edit stuff. Has an update to Windows 11 forever broken Construct 2 now?

    The challenge is that C2 added a bunch of add-ins / plug-ins in the files by default ( web storage ? ) that C3 won't ignore and refuses to open . :(

    Has anyone else managed to keep it going?

    It's frustrating as I am working on a game to run for an multi-player christmas party, but now I have to pull it apart in notepad to edit it :-/

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  • I thought my C3 license had run out, so I bought one, but seems one was already running, so now I have two. :o

    Can I cancel / refund the unused one? Feeling pretty stupid, it might be worth stopping people from doing so on the form :D

  • Just opened an old project from 2011-2012 that had a 3rd party sprite font plug-in ( before the official one was released! ) , and with the help of this thread and visual studio to do the find/replace/delete , I was able to open and play an old project I thought was lost. :)

    For anyone looking to do the same, I renamed the capx to .zip exported all into a new folder, then did a find /delete on the caproj file ( also xml ) and the level/event sheet xml.

    Old thread :

    construct.net/en/forum/construct-2/general-discussion-17/removing-plugins-capx-123491

    I just wanted to say thanks - it's probably been a few years since I posted here - am still making things, just don't really share much on here any more. :)

    The game is here - man a lot of old-school stuff, no tile-maps , no containers etc.

    johnnysix.net/games/FollowMe

    I think I peaked in 2012 with the Pixel Art. :D

  • Here's a quick work in progress. It's like asteroids, but as a platformer.