Kyatric's Forum Posts

  • From your first post it also sounds like you are using both the Touch and Mouse plugin.

    It is not necessary. Just having the Touch plugin is enough as it emulates the mouse cursor on desktop, so you can program everything relying only on the Touch actions/expressions.

    As for the rest, post/attach your capx to a message, it will make it far easier for us to be able to help your according to the current state of your project.

    See the attached file to my post for an example that might work according to what you've described nonetheless.

  • Events sheet are read top from bottom. So the tick you activate again your group, the whole group actions will be executed starting with the very first on top.

    Perhaps you also want to have a look at the new "Wait for signal" system action that will allow you to only have a certain event run when a certain tag/signal is used/sent.

    It sounds like you have an issue in your events organising and you should detail precisely what you're looking to achieve and provide/attach a capx so that we can help you "cut" and organise the events in the most efficient way.

    Without your project to ponder about, it's guesses and shots in the dark.

    I hope this helps.

  • Well, Construct 2 can take a snapshot, it can send pictures as data through several means (AJAX, websocket, RTC) but you will have to handle a backend that receives the pictures and allows for the sharing.

    This can't be done in C2 as it is to be made on the server side in a scripting language.

  • You need to add a "Keyboard" plugin on your project.

    Use the event "On key down" "d" and add the action "Boat: Set animation frame to (Boat.AnimationFrame + 1) % Boat.AnimationFrameCount" where Boat is the sprite that contains your boat animation.

    Use the event "On key down" "a" and add the action "Boat: Set animation frame to Boat.AnimationFrame - 1" and add a subevent "Boat: Animation Frame <0" action "Boat: Set animation frame to Boat.AnimationFrameCount - 1".

    This should do what you intend to. At worst, post/attach a current capx to your post to let us help you further.

    Be aware international keyboard user won't appreciate the use of the "a" key.

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  • Well, I must admit I used it as well when I was using CC.

    The focus, for sure is on C2 now, and most documentation on the website is toward C2 (which, to be fair is more documentation than there ever was on CC's wiki).

  • Do you deactivate the "System" group when going back to the menu and not activating it again when coming back to the "Gameplay" layout ?

    No way for us to tell otherwise without your capx.

  • You can, when clicking on the "Full Editor" button attach your capx to your message.

    Otherwise you can use a file hosting service like dropbox or google drive and paste the public link in a message.

    Your issue is what is called "Finished State Machine".

    You need to let your code know exactly what is the current "state" of the action.

    Remember the events are executed from top to bottom in your event sheet. And the whole event sheet is read/executed once every tick.

    So if you have several events "Player presses A" in your event sheet, you need to add more condition to make sure they won't execute at the "same time".

    They will already execute one after the other, in the order of the event sheet, but you also need to make sure that they are executing at the correct time in your game's action.

    So for example, you can add a variable (global or instance, this depends on your game) that will allow you to know in what state you currently are.

    I attached an example capx to this post, I hope it helps you grab the concept of finished state.

    The "Question" variable allows to "separate" the "response" within a single "On any key pressed" event.

    In that specific example, the solution is to use the system "Else" condition. But according to your own project, the solution might be to use a delay before changing the value of the variable, for example with a system Wait action.

    For that, and as mentioned previously, it would be simpler for us to see your capx to let your know.

    I hope this helps.

  • Why using third part addons when there is no need for them ?

    The capx I'm adding contains two ways.

    One when the variable "A_SINGLE_OBJECT" is = 0 uses a single sprite that displays different frames when spawned.

    You can see the code for it in event 3.

    If you change the value of this variable then the code from event 4 kicks in and then allows you to spawn several object types.

    For this example I used sprites, but as the "one frame" example shows, there is no need to have several sprite objects when you can use instances of a single one displaying several frames.

    Capx made and to be opened in the latest r177 beta version.

  • It looks indeed as SourceForge swallowed the wiki.

    I don't know if the current wiki admins have copies of the pages. In the case they don't, it's likely to be gone.

  • You can find how to do some RTS elements (check the How do I FAQ and find the appropriate items in it for that).

    But to be fair, as far as I know, there wasn't examples of hex grid/games made.

    You can still have a look at rexrainbow's board third-part plugin it should give you some elements to start with.

    I think you'll have to program the whole rest. And RTS AI/movement, etc... is not the most easy task to begin with.

    Good luck.

  • Try a search on the web, and since you want to make HTML5 games with Construct2, find one that won't have its drivers blacklisted by browsers.

    To be fair I have no clue where to get this kind of information, but that's the one you want to find out.

    I can't really help further, I'm on desktop and have used a GeForce GTX 560 Ti for the past 3+ years and it works great for "regular" games as well as for HTML5 in browser.

  • It's kind of up to you and your own judgement.

    Completed creations can be updated, there's no issue about it, especially if there's bug reports, or feedback that makes you change your mind and enhance features and/or content. But the moment you put your game in that forum, you consider you could widely publish your game and it is "releasable" quality.

    Works on progress is if you judge despite being playable you wouldn't consider publishing your game just yet and are looking for some feedback/ideas/whatever the community can send back your way.

    From there on, it's your call and what fits best the current state of your game.

    Playable doesn't necessary means finished. But finished doesn't mean it can't be updated/improved in the long run.

  • Good luck with that.

    I read quickly through the link you post, you'll need to use the proxy socket server as well, hope that it is a websocket server and use the websocket plugin from C2 to send/receive messages to this server.

    If the proxy server is not websocket, it pretty much means you can't do that. Or find a proxy server that IS websocket and has some arduino interface.

    voxik: Perhaps you should try to look for informations in the "How do I" forum instead of posting irrelevant question in this thread. Also good job on the multi-post. Try to refrain from that in the future, either edit your posts or make sure you have put all the informations you wanted/needed before hitting the "Submit" button.

    This current topic is to state the max width size of games to upload to the Scirra's arcade is 800 pixels. That's it.

  • Make sure to update your graphic card drivers and make sure you are using the latest version of the browsers.