Kyatric's Forum Posts

  • This is unrelated to this topic, but I guess it's thanks to the badges.

  • Check out in c2folder\examples (in your install of C2 on your HDD) there is one example called "Physics - distance joint.capx".

    In this capx, the line is a sprite (just a color filled) and both sides of the sprite are "tied" to specific points.

    Check it out, this should help you setup things the way you want.

  • Either you put each part of the character as a single sprite in C2 and animate it via events (your own animation system, eventually using physics)

    Or you draw each frame of the animation and import them as frames of an animation. (the "regular"/designed way in C2)

  • Problem is caused by Adobe Fireworks CS5 as default program for opening PNG files. When I changed default program to Paint they show up again.

    I don't think this is really related, I don't have Fireworks and I also have this issue.

    Sometime the icons disappear.

    It is very random, I can launch C2 and the icons are displayed, and after a while it seems to disappear.

    It feels like a random bug, and the workaround is just to over the mouse over the button, their shape is still displayed and the buttons can be clicked.

    As mentionned, this is so random, I just "live with it" as apparently there's no way to reproduce it.

  • I'm afraid there is no turn based multiplayer example yet available.

    Maybe with the C2 comp, who knows ?

    As far as the realtime multiplayer goes, the HTML5 implementation of websockets wasn't completely over. The browsers have yet to imrove it and enable it by default in their configuration first before it can be considered as fully usable.

    Moreover, server side will have to be programmed in a "true" coding language.

    It's likely that this step will take a bit more time.

    For now it is better to learn and make single player games, or asynchronous game (turn based, yet there's no example yet but you can always take a look at the AJAX tutorial or this topic which are pretty much the ways to go.)

  • There's a flow in your logic there.

    Since you are drawing a "C", the "path" should be an array containing the x,y positionf of the mouse during the path was drawn, not just the starting point and the ending point.

    So it seems to me you should put up some "record" system, that will keep in memory the points where the mouse went by and THEN move the sprite from positions to positions until it reaches the end point.

    That would be for a case where you first draw your path and then move the sprite.

    If the sprite is to follow the path as it is drawn, then every X sec, set the sprite position to the current mouse/touch position.

    Depending on the interval X, the movement can be more or less precise.

    To know about sprite movements, check this topic out.

  • There's normaly no "automatic" way yet.

    Open both project in a single instance of C2 (open programming first, then level design).

    You can copy the objects to your recipient project. (let's say level design into programming)

    Make sure you copy all objects from Level design's layout, have the correct names etc.

    Then go in the event sheet of level design select the events (making sure all the objects required are created in the recipient project (audio, mouse, keyboard, sprites with correct names/instance variables, etc...)).

    Copy them, paste them in the recipient event sheet.

    Make sure that objects have different names in the project (so that you won't try to copy an instance of a sprite named Player with an instance variable "Health" onto a Sprite instance Player with an instance variable "Name" for example).

    Local variables may need to be done in the recipient project manually, before copy/pasting events (a yellow tooltip should let you know about this "difference of variable scope", something like that).

    It can be tedious (depending on the quantity of objects/events) but for now, this should be the road to take.

    It depends on the setup of your project.

    In the end, it might be easier to copy the events from programming into level design (considering sprites in programming are supposed to be placeholders whereas level design has the correct animation frames).

    As said earlier, just make sure that the objects the events are refering to are already present in the destination project/layout.

    I hope it helped.

  • Set an instance variable (name "order" for example).

    Make a condition, testing if the Heart object's instance variable is either 1, 2 or 3.

    The destroy action will pick only the heart with the correct value.

    Be sure to set a different value to each heart.

  • Make a folder in c2folder\exporters\html5\plugins

    Name it something like randomplus.

    Put the files (common.js, edittime.js, runtime.js and PluginIcon.ico) in the newly created folder.

    You're done, launch C2 it should recognize the plugin (don't do it while C2 is launched, it would need a restart anyway)

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  • Also have you tried exporting a blank project ? (Could you if not) Does it export correctly ? (creating c2runtime.js and index.html)

    In the project you are currently trying to export there is a custom plugin. (TouchMouse I guess)

    If there are errors in the writing of the plugin, the export can fail.

    Edit: Also are you using the very last update of the plugin ?

    https://github.com/rexrainbow/C2_plugins/tree/master/plugins/touchmouse

    Runtime.js has been updated last week.

  • The browser object let you have a "User agent" expression which represent the type of browser the user is using.

    I don't know what you mean by weird (unless maybe some strange things in the collisions masks from time to time) by it is far from slow for me.

    Are you using FireFox 7.0.1 ? Are your graphic cards drivers up to date ?

  • delgado: you might start with reading the AJAX tutorial Gengis wrote, and check out this related topic.

  • If you don't post the capx, we won't be able to help you.