Kyatric's Forum Posts

  • Screen size is really too little. On my wide screen it is a bit ridiculous, and plus I expect the view to be larger as we gain speed. Else it is just making the user drive blind and having to guess for the track, which isn't a very good idea.

    The WASD command are a pain on azerty keyboard.

    That's sad, I had interest in such a game, especialy that the car's physic seems good.

    Could you add alternate arrows commands instead of WASD ? (or even ESDF commands, those are the same whatever the keyboard is)

    Also, you should remove the "(c) Scirra 2011" on your last screenshot because as far as I know you and your game have nothing to do with Scirra company. You can put that you used Construct-Classic by Scirra, but the copyright symbol shouldn't appear.

  • The loading screen is made automaticly by the C2 app.

    Change the file logo.png that stands in the folder when you export an application. This image will appear instead of the html5 logo with the bar.

    For a nicer html page, there's a tutorial that will soon be updated in the tutorial part. Check it regularly.

  • Anyway, before talking money, both parties should focus on delivering content.

    SmartStartTools should enrich his HTML5 page and Urled should provide a HTML5 game.

    Than money talks would be relevant.

    That's the way I see it.

  • Oh ok.

    Well then I changed the expressions declaration to using () (as this is the expected form in the end).

    AddNumberParam("X", "getBoard(X,y)", "1");
    AddNumberParam("Y", "getBoard(x,Y)", "1");
    AddExpression(5, ef_return_string, "Get Board(x,y)", "Results", "getBoard", "Get the content of the cell at submitted X,Y. (1 = obstacle, w = walkable, S = start, D = destination)");
    => awaited: getBoard(1,1) | displayed: getBoard
    
    AddNumberParam("Nb", "getRowPathList(Nb)", "0");
    AddExpression(6, ef_return_number, "Get RowPathList(Nb)", "Results", "getRowPathList", "Get the row number of the cell at Nb in the pathlist.");
    => awaited: getRowPathList(0) | displayed: getRowPathList
    
    AddNumberParam("Nb", "getCoLPathList(Nb)", "0");
    AddExpression(7, ef_return_number, "Get ColPathList(Nb)", "Results", "getColPathList", "Get the column number of the cell at Nb in the pathlist.");
    => awaited: getColPathList(0) | displayed: getColPathList
    
    AddNumberParam("Nb", "getCtXPathList(Nb)", "0");
    AddExpression(8, ef_return_number, "Get CtXPathList(Nb)", "Results", "getCtXPathList", "Get the X position of the center of the cell at Nb in the pathlist.");
    => awaited: getCtXPathList(0) | displayed: getCtXPathList
    
    AddNumberParam("Nb", "getCtYPathList(Nb)", "0");
    AddExpression(9, ef_return_number, "Get CtYPathList(Nb)", "Results", "getCtYPathList", "Get the Y position of the center of the cell at Nb in the pathlist.");
    => awaited: getCtYPathList(0) | displayed: getCtYPathList
    
  • Is that better ?

    I didn't see truely glitch. Just the explosion object being spawned a little too much on the left, compared to the ennemy position.

    I fixed it in the bullet object by setting the hotspot to the right.

    Is that what was bugging you ? Else I saw no other glitch as about spawning.

  • They'll have to catch up with C2, that's what if.

  • You don't need to share a whole folder, only the file. If your trying to share a folder project, please use something like winzip to compress it and make it a single file. It will be easier to share.

    If you have installed the application on window go in the drop box folder on your PC (access it by right clicking the tray icon "Open dropbox folder" or something like that (I have a translated version)).

    Once you found the .capx file you want to share right click on it => dropbox, copy public link to clipboard.

    And this is the link you post on the forum.

    If you have uploaded the files in dropbox's webpage, navigate to your file, select it, click the green arrow on the right and click copy public link.

    For sharing to work, you need to upload your file inside of the public default folder. (dropbox_base_folder\public\)

    The hotspots are setted in the .caproj file (which is a xml type file you can open in the notepad) in the element <frame duration>

    ex:

    <frame duration="1" hotspotX="0.5" hotspotY="0.5" />

    The element frame duration is a child of the element <animation>.

    Anyway, you should now be able to post files from dropbox.

  • Removing the [] in the parameter and in the expression declaration has no effect, the parameter is still not displayed when the expression is set from the expression list.

    Anyway, the [] are set in informative strings (set to be displayed for the user not used for the functionning like the naming "getBoard" is) and shouldn't affect the functionning of the behavior, aren't they ?

    This is not blocking, so it can wait.

    Users will have to be a little careful using the behavior until I figure a way to correct this.

    Thank you for your answer and sorry to bother you during your "time off".

  • Ha yes, to open the .capx, you first need the behavior in C2 folders.

    Added the info on the first post.

    Thanks for the comments and feedback.

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  • Thanks for the comments.

    let me know if you find bugs or have a hard time using the behavior despite the example/documentation.

    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Checked and corrected.

    You messed up on the comprehension of the hashtable object, hope the capx helps you out.

    AS for a tutorial, PM PixelRebirth and offer him the commented version to see if he wants to upload it.

    This is still is work in the first place.

  • Hi CenSilver.

    You can provide files on dropbox

    As for your project, if this is a problem about images, copy the fixed images to the Animations\Object_name folder in your project's base folder.

    If it is a capx, open it in winzip and navigate to the same folder.

    Capx is basicly a zip file containing the structure of your project.

    This might save the projects.

  • <img src="http://dl.dropbox.com/u/36472942/construct/plugin/release/pathfinder/demo/images/source-default-000.png" border="0"><img src="http://dl.dropbox.com/u/36472942/construct/plugin/release/pathfinder/demo/images/obstacle-default-000.png" border="0">

    <img src="http://dl.dropbox.com/u/36472942/construct/plugin/release/pathfinder/demo/images/arrow-default-000.png" border="0"> <img src="http://dl.dropbox.com/u/36472942/construct/plugin/release/pathfinder/demo/images/arrow-default-000.png" border="0"> <img src="http://dl.dropbox.com/u/36472942/construct/plugin/release/pathfinder/demo/images/arrow-default-000.png" border="0"> <img src="http://dl.dropbox.com/u/36472942/construct/plugin/release/pathfinder/demo/images/dest-default-000.png" border="0">

    <center><font size="6"><font color="red">- THIS BEHAVIOR IS NOT SUPPORTED ANYMORE, PREFER USING THE OFFICIAL ONE -</font></font>

    The official pathfinding manual entry</center>

    The rest of this posts stays for legacy purpose, but if you are a beginner/newcomer/first time pathfinder user just go away now and stick with the official behavior/documentation. Pathfinding examples are provided with your Construct2 installation in the folder "examples".

    <center>-*-*-</center>

    A pathfinder allows you to find the shortest path between a source and a destination, while avoiding obstacles on a map.

    Check this demonstration which also acts as the pathfinder's documentation.

    You can download the example .capx (it is fully commented)

    You first need to have a copy of the behavior in your C2 folder before being able to load the .capx

    And for your pleasure the Pathfinder behavior itself.

    Unzip the content of pathfinder.zip in:

    C2_base_folder\exporters\html5\behavior

    (it should create a 'pathfinder' folder and the files should sit nicely in there)

    You can also find a new example showing you how to move an object with the pathfinder behavior.

    This example is available here

    Here also come an example allowing you to display "in real time" the possible path the unit might take. Get it here now.

    Have fun finding paths. <img src="smileys/smiley2.gif" border="0" align="middle">

    Important note about the usage of the PathFinder

    Now the PF boards is accurate with the setting of the obstacles, no matter what their size is, as long as you respect the square grid aspect in your level design.

    <img src="http://dl.dropbox.com/u/36472942/construct/plugin/release/pathfinder/r75-inprogress.PNG" border="0">

    Quick image to show, the blue "mask" represents what the PF knows as "unwalkable" squares. The red sprite is the player.

    You can see the first wall on the top left has a "double" mask compared to the other obstacles.

    It's because of its position.

    The CSS (Cell's Side Size) there is 32. And the wall's position happen also to be 32, meaning it sits on the edge of 2 squares.

    And so it will appear as your sprite is avoiding the wall when it seems it should walk right next to it.

    So if you respect the positioning of the obstacles in your level designs, it will work as intended (the rest of the blue masks).

    Change/edits log:

    11-09-2011: Reuploaded PFDemo.capx and the C2runtime.js from the demo to fix a bug in the drag/drop method (When dragging Source on Destination, Destination also get picked as to be dragged/dropped. And vice versa.)

    13-09-2011: Reuploaded PFDemo.capx and the C2runtime.js from the demo to fix a bug when clicking the GUI panel button, if the panel was showing/hiding and/or the commands fading in/out.

    Update to the PathFinder behavior runtime itself (setCellSizeSide). It appeared that the PathFinder was looking for a path out of the layout boundaries.

    09-01-2012: Update to the PathFinder Behavior: corrected bugs concerning the cleaning of the ObstList and the bounding boxes of obstacles. If you had prior troubles with having several obstacles, this should now be fixed, and you should be able to place/use obstacles far more easier.

    Fixes thanks to

    Moving the object with pathfinder behavior thanks to Yann & myself.

    16-01-2012: Update to the PF behavior. Fixing of all previous bugs, fixing of the obstacle recognition (wasn't good enough yet). Fixing of the moving example and addition of the moving with preview example.

    edited><editid>Kyatric</editid><editdate>2013-07-06 00:40:41</editdate></edited>

  • Still, since the new forum and last C2 releases, the number of users online at the same time seems to have been constantly going up.

    Traffic is always good, isn't it ? (serious question)