Kyatric's Forum Posts

  • Fixed and commented

    Take the time to read/understand it and be sure to check Construct 2's manual and in peculiar how events work.

    It should help you making your game easier.

  • Precise your idea, what you're wanting to do, the solution/implementation you have in mind for it please.

    As for your question as it is for now, I'd say no there's no way.

    But in fact it might depend and you could achieve what you're seeking by an other way.

  • Depending on the plugin/behavior and the way it has been packaged, the zip might not contain a folder.

    To have a working plugin/behavior you need 4 files in a folder.

    common.js

    edittime.js

    PluginIcon.ico

    runtime.js

    ex: my C2\exporters\html5\plugins folder after having installed the custom plugin CBHash :

    <img src="http://dl.dropbox.com/u/36472942/construct/forumhelp/pluginsfolder.png" border="0" />

    And make sure to install plugins in the plugins folder, behaviors in the behaviors one.

  • Ha yes indeed, editing the first post does that if the user who posted it isn't moderator/staff it seems.

    Stickied again, just post in the topic when you edit the first post, mod team will sticky it again on sight.

  • 01lifeleft: this has potential. I'm looking forward to your WIPs and final entry.

  • And a stop animation action, like in the fixed capx, to prevent the animation to keep up from the frame 0 (that is to say play a full cycle again).

  • I guess your nvidia tools renders in an openGL context.

    When C2 is up and running, it's rendering in there.

    This is definetely a "mistake" by the monitoring tools and you really should report those screenshots to NVidia so they can fix this.

    Maybe browse their forum/support to see if anything pops up (as far as opengl renderer/context goes).

  • It's always good to have several implementations of a mechanic, it helps the user getting through what they want, maybe understanding better one example than the other, picking parts that fits their needs from both.

    Anyway, both added to the how do I FAQ, thank you Rexu and

  • Fixed capx.

    Like mpbento at first I thought you were talking about loop.

  • This manual article is useful in solving the current situation.

    To correct morpheous' last screenshot :

    Event4 and 5 must be mixed into a single event of 2 conditions.

    Same for 6 and 7.

  • It's not a bug I moved it.

    Construct Engineering is more about the programming of Construct-Classic.

    I was wondering about moving it to the plugins section, as it was where it would be likely to be seen by other developpers, and finaly decided to leave it as general C2 discussion for now.

    Have you looked at the manual for the SDK - Edit time ?

    It should contain some valuable help.

  • Yes that's it exactly.

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  • Create a local variable under event 2 (name "hasChanged" for example, number)

    Event 3 add an action set hasChanged to 1

    Event 4 and 5 add a condition "hasChanged = 1"

    Event 4 and 5 add an action "hasChanged = 0"

    It will allow to prevent the "automatic switching" since it will execute event 5 only if "hasChanged = 1", that is to say that music = 0 AND event4 wasn't executed yet, since hasChanged is still = 1

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  • You can deactivate the sticky keys by clicking on the link in the poping window, and then uncheck "Activate sticky keys when maj is pressed five times" (an option like that).

    But your users will have to do the same.

    Add an object keyboard.

    Make an event "on key pressed" select another key than "shift"

    Action: spriteplayer => Platformer => Simulate control => Jump

    This way you are handling the jump by yourself.

    Note: this means the player will be able to jump through your chosen key and shift.

    If you don't want that, you'll have to turn "Default control" in the platformer properties to no, but you'll also have to create events to simulate going right and left. (you can assign those events to the right and left arrows).