Kan's Forum Posts

  • Hey there!

    Been searching through the forums a lot, and I still can't figure how to create, read, import, export and play with data files in Construct 2. I got that .ini files are not longer supported, but unfortunately that'd be quite what I am looking for.

    Basically, I need a way to write datas (mostly somewhat long texts) in a file myself prior to importing it into the game (so, a format I can easily write into... .ini would have been great), then import that file into the game and retrieve datas from it.

    But I'd also need to be able to write datas to files, and I'd like to know where those files are located.

    Is there any plugin(s) that would allow all of this?

    Thank you in advance!

    • Kan
  • Sorry, for a moment I confused "layout" with "layer". My bad.

    And indeed, I can see that an object doesn't get deleted from a project even when you have deleted every instance of it. That could come in handy... (even though it's also a pain to delete every object I want to get rid of permanently one after the other in the project tab)

    Well thanks folks. I think I'll go with this then.

  • Yeah, well... that is a bit long if you've got many objects to destroy.

  • Thanks for the ideas. Though I still think it'd be simpler by just ticking a "destroy on startup" box. Putting objects on a different layout doesn't destroy them, and if ever they're all part of a family, but that some objects in that family need to stay on screen, I can't just delete them all.

    I wonder why that option doesn't exist anymore...

  • Hey there!

    Remember that box nearly every object had in its parameters in Construct Classic, "destroy on startup"? Is there anything similar to that in Construct 2, without having to add an event to individually destroy every object I want to be destroyed on startup?

    I've searched the forums and the web for an answer to this, and I'm surprised that it looks like no one ever asked this question before...

    Thank you in advance can tell me!

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  • Yeah, anyway I never expected it could ever be possible to just plain convert from CC to C2, so just the fact that you made it possible - for a bit anyway - is already something big.

    As quite a few other people too I think, the way I code my projetcs have evolved over time too, so that would also be a good reason to start from scratch again when creating a game in C2 that I had a previous version made with CC.

    Thanks for the reply anyway.

  • Really sorry for reawaking this thread, but I thought it might end up being useful for someone someday to know that this converter doesn't appear to work anymore. Not for me with the free version of C2 anyway.

    Too bad, it sounded great.

  • It works! Thanks a bunch!

    And have a nice springtime. :)

  • It works fine if the condition is "is sprite visible", but it doesn't work when it's a "is sprite overlapping ..." :-/

    Like, I create a red area, and I want to count only the instances overlapping it. But even if there are several ones, it says "1" anyway.

  • Hey there,

    I just can't figure out how to count only certain instances of an object, but not the others.

    For example, say I have 4 visible instances of the object, and 6 invsible ones. You know what Object.count is going to return? 10, yes.

    Say I want to count only the visible instances of that object... what do I do?

    Thanks in advance to anyone who can answer me!

    Kan

  • Thanks, it works. :)

    That must have been the things I forgot to do.

    Kan

  • Hi there (and happy holiday),

    I'm once again trying to make a simple photo-camera-like device with the canvas object. I had already done it last year, so I simply looked at my old .cap file and did the same thing in my application.

    The issue is that it works in my old game, but not in my new one. Everything's the same though...except my new application is built using the latest version of Construct Classic.

    New application's cap file : filedropper.com/bonhomme

    (sorry that this file hosting site isn't the nicest one ever, my own website's getting too full...)

    Does anyone has an idea what to do to get it to work?

    Thanks in advance!

    Kan

  • Hi there!

    Hmm, as you probably all know by now, there are issues with the RTS when it comes to avoiding solid objects. My very problem is that is the 'cell size' value of the RTS behaviour is too high, the guy always stays pretty far from the solid object. But if the value is too low, he sometimes gets stucked to the solid object while he's actually supposed...to avoid it. o_O

    CAP file : sites.google.com/site/jeuxdolivier/RTS.cap

    I found this very interresting thread : scirra.com/forum/grid-based-pathfinding-using-rts-behaviour_topic40345_post247842.html

    which presents a new way to make pathfinding, but the cap file supposed to be there isn't there. :-/

    Ok, anyone has an idea how to simply get a working pathfinding?

    Thanks in advance!

    Kan

  • I'm going to install it.

    But I also take this opportunity to thank you guys for all this work you do on Construct.

    I know you certainly pass hours working on it even if you probably have another job to gain some money, and this is really appreciated. Even if I don't come on the forums much, Construct is one of the program I use the most, that with Firefox and my video editing software.

    Good job. Since I know it, it has always been even better than MultiMediaFusion/TheGamesFactory.

  • Oh thanks! It works!

    ...My issues are always somehow simple, right?