linkman2004's Forum Posts

  • You can use Pick nth instance in the System object to pick by index the objects involved in the collision event - just add the picking as a subevent and you should be good to go.

  • Fixed and commented.

    I don't think that's fixed so much as it is worked around - a proper "else" implementation would work just as ramones had it setup, CC being included in that it handles this case properly.

  • Looks like it's related to the collision type on your bullet - I set it from per-pixel to bounding box and it worked as you would expect.

    On a related note, you'll need to rethink how your wall collision boxes are setup. As it is now, if you shoot diagonally at a wall between the collision boxes, there's a chance that the bullet will skip right through. I'd suggest either filling these diagonal spots with another collision box to keep shots from coming through, or -- and this is probably preferable -- replace your boxes with isometric ones so you have unbroken surfaces all along the walls.

  • Tragic and sad - from what I can tell, the bullet behavior places the object back at it's starting point after looping through every step.

    Instead of using the range exceeded action, check instead the traveled distance using Fbullet[Bullet].Travelled compared to your maximum desired range. I gave that a go and everything worked as you'd expect, so it's at the very least a simple workaround.

    I hope this helps. :)

  • Moved to the Construct 2 creations board.

    Pretty cool game you've got there. :)

  • Hey, welcome to the forums. :)

    A YouTube search managed to yield a few results, but Construct Classic was never documented in a comprehensive manner. Most of what's out there are, as you've pointed out, examples.

    You're best bet at this point is to poke around with the software, look through the wiki, and ask questions if you have any specific troubles.

    Alternatively, you could give Construct 2 a shot, which has a full user manual up on the website and plenty of people ready to answer questions about it.

    I hope you've found some of this helpful. :)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads

    Wii Remotes actually use bluetooth, so if you have a bluetooth adapter for your pc then you should just be able to add it to your bluetooth devices.

    Can't remember if you need more software or not though, I have only done it with an emulator that recognised the wii remote.

    Getting a Wiimote to work as a controller is a somewhat convoluted process requiring two pieces of software. First is GlovePIE, which interfaces with the Wiimote and allows you to map Wiimote/Nunchuk/Classic Controller button presses to a PPJoy controller. This leads into the second required piece of software, which is PPJoy. PPJoy takes virtual controller input and maps it to a virtual controller recognized by Windows.

    Overall, it's not terribly difficult, but it can take some finagling to get it working just right - and if you're running on a 64-bit version of Windows, there are additional hoops to jump through with the installation of PPJoy.

  • If you go to the project properties in Construct 2 by going through the project pane, there will be an option called "Sampling" - setting this to "Point" will prevent scaled/rotated objects from blurring.

    Now that's out of the way, I would recommend Construct 2 for something like what you're shooting for, or most projects, really. Compared to Classic it's more stable, gets updated far more often, and is very nearly as capable so long as you're not interested in more advanced graphical functions like mesh deformation and pixel shaders.

    The fact that C2 utilizes HTML5 is really the icing on the cake, allowing you to distribute your games to a much wider audience. Classic requires the user to have DirectX updates that do not ship with Windows, and this is a point of confusion that just poses another barrier to entry.

    But really, if you want a shorter answer, Construct 2 is continuing to evolve while Classic is essentially dead -- not trying to discredit Classic, but it has some issues.

    Of course, Classic is the only version with my MagiCam plugin that you might find useful...

  • You do not have permission to view this post

  • The DirectSound plugin is simply for playing sound effects and nothing beyond that.

    As it is, the plugin was deprecated before the source was released. You can find the source for it's successor, XAudio2, at the following link

    XAudio2 source

    Construct Classic Repository

  • Not a bug, but rather more of a WebGL limitation - you can read about it in this post.

    What it all boils down to is that WebGL doesn't support rendering text, so to get around this, the rendering engine draws all text to an HTML5 canvas above the WebGL window. An unfortunate limit of the technology right now.

  • What can I say? Today I was trying my hand at some pixel art for the first time in a long time, and I ended up creating this silly ninja walk:

    <img src="http://dl.dropbox.com/u/917406/confidentninja.gif" border="0">

    Long story short, I've been tickled at how well this turned out, so I've started to turn it into a silly little game called Confidence Ninja because of his confident posture. SCREENSHOT!

    <img src="http://dl.dropbox.com/u/917406/screenshot.png" border="0">

    LINK TO PLAY!

    CONTROLS!

    Right and Left - move left and right respectively, although maybe not.

    Z - jumps, definitely not a leap, though.

    Touch controls are included for those with HTML5 capable mobile devices.

    So, leave your opinions if you must - I rarely bite, and I really want to know what you think of the overall style so far. ;)

    Full-screen version - might be better for mobile devices.

  • Insert script opens up the script editor, if I'm not mistaken.

  • Sorry, the plugin doesn't support displaying multiple cameras at the same time. This is something I tried implementing, but I never got anything working because it involved utilizing some undocumented/confusing functions from the SDK.

  • StreakThundrstrm - Glad you're liking it! To fix the issue with unwanted layers zooming, go to the layer properties pane, and there you'll see two properties for your HUD layer -- Zoom X Rate and Zoom Y Rate. Setting both of these to zero will keep the layers from zooming with everything else.

    And just in case you want to keep a layer from rotating, I'm pretty sure I have an action that allows you to exclude a layer from rotation.

    I hope this helps!