linkman2004's Forum Posts

  • Yeah, that's what I need. I suppose I should have been more specific about that.

  • I agree, a field to put parameters would be helpful. However, one way to kind of clean it up at the moment is to have a global variable dedicated to calling functions, calling the function in a "Set global variable" action with all of the parameters.

  • Is it possible using the current SDK to setup a proper event handler for the edittime side of plugin development? I know the physics plugin has a basic one, but since you can only get the message, you can't detect, for example, which keyboard key is being pressed or anything.

    Anything I can do here?

  • Great batch of fixes. Thanks again, guys!

  • This is because you have the "Solve IK" action before you position the first leg object. Since the second bone is positioned to the current position of the first bone, a gap will occur if the first bone is positioned after the IK action. Just place said action after the action where you set the position of the first bone and it works fine.

  • Unfortunately, there's no object that handles microphone input. Somebody would have to write a new plugin for that functionality. I was looking into it earlier, but I couldn't find much information on getting input from a microphone.

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  • The common dialog object actually has a folder selector dialog as well, which I assume is what you're looking for.

  • And I think about another very useful thing for a while. It's an explorer object. It could be an instance of the Windows Explorer. Would be useful for - inter alia - saving files, or savegames where the user wants to, or to select a file to play/view/modify/open.

    The common dialog object allows you to show save/load dialog boxes where you can browse through folders.

  • Some of your events are conflicting with each other. For example, you have a "Key S is down" event and a "Key S is down AND Key D is down" event, both of which can be true at the same time. You need to add additional checks to some of the events to see whether certain keys are NOT down. Here's a fixed CAP:

    Fixed Walking Animation

    The changed events are commented and bookmarked so you know which ones received changes.

    Hope this helps.

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  • The math for this is actually more complicated than multiplying the object's position by the zoom percentage to find the text position, but I'm too lazy to explain the reasoning behind that right now. The formula should be as follows(this might break under certain conditions, I haven't fully tested it yet):

    X = ScrollX + (SpriteX - ScrollX) * (ZoomX / 100)

    Y = ScrollY + (SpriteY - ScrollY) * (ZoomY / 100)

    Here's an example:

    Zoom Follow Thingy

    I hope this helps.

  • There's an "Icons" folder under the project bar on the right, the application icon is the icon called "Default" in this folder. Just double click it to edit.

  • Here's an example(made in 99.7. I'll remake it in an older version if you need that):

    Custom Edit Box Example

    It just uses an offscreen edit box, a text box to display the contents of said box, and a box to show the border. Click the box to set the focus on the edit box and click off it to set the focus off.

    I hope this helps.

  • Holy crap! That "grid movement" thing... it's like Mega Man, or Metroid! O_O Awesome! I'm SO using this.

    (convoluted explanation) . ...Kinda hard to explain... damnit...

    Thanks. I think I get where you're going. I think this is more something that will have to be handled by the developer rather than the plugin. I'll try and pull together an example CAP.

    hmm... how to use shake effect? Any cap examples or just some hints?

    It's all pretty straightforward. Assuming you have a camera setup and being followed, all you have to do is use the "Shake" action and fill in the required fields: Camera(the camera you want to shake), Strength(the strength of the camera shake), Drop off(the time at which the shake starts to lessen), Duration(the amount of total time that the shake takes), and Smoothness(Basically allows you to have less rugged shakes).

    I hope that helps. I would have pulled together an example file, but I only have the latest version of Construct(v0.99.7), and I don't know what you have.

  • You should put all of your game code in a separate event sheet and then include the event sheet for each layout. You can create a new event sheet by right clicking the "Event sheets" folder in the project bar and clicking "Add event sheet". This is the event sheet where you should put your non-level specific game code. Then, to include the event sheet, right click in your layout's event sheet and click "Include event sheet". From there you can include your gamecode event sheet. Here's an example of an included event sheet:

    Included event sheet

    Hope that helps.