kjellhaften's Forum Posts

  • Well, I figured out it doesn't have anything to do with 8 direction behavior as I'm getting the same bug with just the keyboard object.

  • I've just made a tiny game experiment with the 8 direction behavior. And for some reason, when I press left or up button, a tiny white blinking cursor appears in the top left corner. It goes away when I press down or right button.

    How can I get rid of this weird text cursor?

    I've attached a screenshot and a link to the project file.

    https://drive.google.com/file/d/1OwoUmUWDR8AezQl6llAhOyYzFBsRZddg/view?usp=sharing

  • That did the trick! Thanks for your help!

    Yeah it is not something I want to sell, but share with people who find it interesting.

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  • Hello!

    I want to make an advent calendar, hosted online, that keeps track of what date it is and only allows you to open the current door and the ones before it.

    Picture for reference:

    It seems that I need the date plugin as well as local storage?

    My problem is that in all the documentation I've found there is a level of programming knowledge assumed that I do not possess. I will have sprites that can only be clicked if the date is right or has passed. Shouldnt need a buttload of code, right?

    Tagged:

  • Hi totoe!

    Unfortunately no. However, since I'm doing Arduino stuff with Construct, I found a path that works for me.

    I've just built a custom controller, added the Joystick library and a tweaked sketch to the Arduino Leonardo and then use the Gamepad object in Construct. Seems to work fine!

    But it would for sure be nice to have a dedicated Arduino plugin built into Construct.

    I found some good youtube videos and made a playlist to help with my project. Maybe it will be useful to you?

    https://www.youtube.com/playlist?list=PLqYZXRn8-aiX8p7zNxeqGnahXOnGeYfK0

  • Hi! I've built a custom arduino controller with some potentiometers that I got working with the gamepad object in construct. So I have 4 potentiometers controlling the left and right X and Y axis. However, when I turn the potentiometers I get an input range of -100 to -99.9992370605. I'ts the same on all 4 knobs. When used the way it is now, I'm having a hard time controlling my game project at all. Turning the knobs doesnt affect anything at all, even though I checked that the code works with a debug variable.

    I'm really not that good at maths, but I believe there is some way I can add some maths to my code to make the range be 0 to 100 or something like that?

  • I just asked Jan on twitter if there was a way to purchase it still.

  • Instead of using "is overlapping" use "on collision with".

    Yeah that did it, thanks! I don't understand why, but I'm happy it's working now!

  • I am making a platformer where two players with opposite gravity go through a number of scenes from by teleporting from the end of the scene to the beginning of the next one. So far the code for this seems straightforward. I have a portal sprite that when overlapping with one of the two players moves the camera sprite to the next scene and teleports both players as well. However, my code makes it so that only the player that goes through the portal gets teleported. I have no idea why this is.

    Layout - the scenes are lined up horizontally

    First scene. Both players on opposite sides of a line.

    Second scene. Top player went through their portal and got repositioned to the next scene. Bottom player left behind.

    My code.

  • Use a main event with sub events:

    Keyboard on \/ pressed (Main event)

    - Sub event: P1 is Carrying

    --- Actions

    - Sub event: else

    --- Actions

    That did the trick, thanks for the quick answer!

  • Hi! I'm trying to figure out Pin behavior and getting my player character to pick up adjacent objects by pushing a button. They then carry around the object above their head and then drop it by pushing the same button. This code works when I assign different buttons to pickup and drop, but not when I try to use the same button for it.

    How do I get that to work?

    Tagged:

  • I think there is a solution involving the pick action where I pick the last created sprite instance and assign stuff to it, but I don't know what lol. I'll keep trying.

  • Thanks for your response! I am getting closer to where I want it, but not quite there yet. Right now, the triangles drawn are staying the same in the center, while changing color outward. I want them to pulsate from the center, new colors emerging from within.

    Here is my project file testing out your rgb changing suggestion kinda.

    drive.google.com/file/d/1Btz5MxeV6yfrHrIrOCmWf8HyePxA7sWM/view

    I didn't understand what you meant by moving the XY position.

  • The sprites themselves are just there for debugging purposes.

  • change every 1 second to 0.1 or 0.2 seconds. that should do it. but it might be to CPU intensive... "thread" carefully

    I think maybe I didn't explain what I meant properly. I want the lines that the new bullets draw to overwrite the previous ones. And maybe change line color with each new line. To create a rainbow effect that I can modify further in the process.