Kyatric's Forum Posts

  • For the "set angle of motion" action to work, you need to first set the speed of movement > 0.

  • For the "set angle of motion" action to work, you need to first set the speed of movement > 0.

  • Well, actually, if the issue is with the Steam client, the issue likely should be taken to Steam support !

    This is not an issue with C2, it is an issue with Steam, different product, different company.

    Standalone licenses are not compatible with Steam license and inversely as well.

    They are issued by two different entities and are not compatible.

  • In August 2015

    New releases

    The features listed here are only the "highlighted" features for each release. Check each release page to see the complete changelog and comments for each version)

    Be sure to keep updated to the

    most recent release of Construct 2

    If you think you have found a bug in Construct 2 you can report it in this forum BUT

    • Make sure it is not already a reported bug by searching through the "Bugs" forum
    • Make sure it is not a bug in your events, a difference between what you have coded and what you would expect
    • Make sure you're using the very latest version of Construct 2 (beta possibly, stable if this is the very latest release available)
    • Attach a .capx of the issue in the simplest manner possible (no 100+ events capx, no 10 mb capx)
    • Make sure to read Bug report requirements before posting and providing all the required informations (your configuration, the steps to use to reproduce the bug, any relevant information you can provide)

    It is really important since about 50% of reports aren't bugs which takes time out of working on Construct2 directly.

    Be responsible, help everybody by making sure it's not your events in cause first.

    Third part addons

    WebGL effects

    Blog posts

    Reminder

    Former retrospect

    As an added bonus, here is a list of the former "What you may have missed" posts for the year.

    Also remember the UNDERGROUND JAM contest is still going on and can allow you to win tons of great prizes.

    Be sure to check out the announcement blog article and get started on it right now, some others have been working on their entry already for most of last month !

    DO THE WORK !!!

    And see you next month.

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  • Example capx of the first idea.

  • Never forget functions do not pick the instances picked from the event that calls them.

    But otherwise, yes, the wait action should work as intended in such a code.

    The answer is elsewhere.

  • Instead of multiplying topics, try to work on what's already given to you and keep it to a single topic.

    You don't even have a "release the rope" in your current project.

    What interaction of the user is that supposed to be ? This, you could implement.

    And then find out how to move the "character" accordingly.

    Those forums are not just a "do my game for me" service.

    Do some work as well and provide the capx for it.

  • Due to HTML5 nature, that is something hard to imagine.

    Writing data on a hard drive is something generally not allowed by browsers (except using the local storage plugin allowing a specific hard drive space in the browser itself).

    And depending on where your xml file is located (hosted on an online server for example) that's even something not dependent on the browser itself.

    It would require a server-side script made to edit the xml file and accepting/expecting commands to do so (commands possibly passed through AJAX).

    So in the end a Construct 2 plugin designed to write to xml is unlikely as long as tried to be used in a web exported game.

  • The How do I FAQ contains an example of how to have a character using platformer and interacting with physics behavior objects in the world.

    [quote:eredgx9u]Player (platform behavior) and Physic (world objects) - LINK

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    As noted, physics behavior only interacts with physics behavior, never with the solid behavior.

    A physics object which its immovable property has been set to yes will act as a ground through which the character cannot "fall".

    Pay attention to the collision polygons of your objects.

    Read the manual article to get more infos on each property as well as the physics tutorial (basic, advanced) to learn more on the general usage of the behavior.

  • I'm afraid the image still doesn't make much sense.

    What you are trying to do it seems is select a specific instance, according to a user input.

    In Construct 2 that's called picking, and is a basic of how events work.

    You can do it by comparing the value of an instance variable, and making sure that each instance of the object type has a unique value.

    Construct 2 is actually it's own sort of programming language I would dare to argue in opposition to the previous commenter.

    But still it has its own ways, and needs a bit of habit to get into.

    In the end, I feel like you are asking the wrong question because of your habit of other programming languages.

    What is it exactly you are trying to achieve in the first place (the general mechanic, not the "construct an object with variable").

    If you're trying to get some selected object to move to a certain position according to a user input, here is an example capx that could do the work.

    Example

    In this example each "Object" instance is create with a unique "ID" instance variable value.

    From there, when the user inputs a number from 0 to 10 (because on start of layout only 10 more instances are created) and click the button, only the instance with the entered ID is selected and its pathfinding behavior set to move it to the EndGoal.

  • Post the URL to your capx as text we can copy in the URL bar, it will do the job.

    I don't know where you are getting your "rope.capx" from, so not sure how to help on there.

    Basically, spawning on touch, you need your project to have a touch object.

    Use the condition "On any touch" and the action System: Create object.

    In your rope.capx you likely have some initiation for the rope, or events that happen on start of layout that you will want to encapsulate in something like the Function plugin to be able to call that code whenever you want, and pass it the Touch.X and Touch.Y position as the origin from where to spawn the rope.

  • It is basically saving a value into a global variable, and applying this value on start of a layout to a specific object.

    Example

    This is using a textbox object to set the speed, but if you use a slider or something else, it can work the same.

    The mechanic you are asking for is there, now for the interface, it's up to you to check out what's doable.

  • You also don't need the "On A key down" in event 9 to 11 since this condition is already tested line 7 and common to all those sub-events.

    You can post the URL to your capx as text that we will copy in the URL bar, That would likely be easy, because twice the screenshots you post actually fail to focus/display the events of where your issue lies (on the first screenshot, the events about moving/stopped are collapsed instead of being expanded unfortunately).

  • Animation speed is the speed at which a sprite object will swap its frames to make the animation.

    If your bullet has something like a Bullet behavior, you need to use the action Bullet -> Set movement speed to modify its moving speed.