linkman2004's Forum Posts

  • From the top post of the corresponding forum thread:

    [quote:gepnngpn]Unrar the file into your "Construct 2\Effects"

    After putting the effect into the Effects folder, it should be available in Construct from the effects list.

  • Two options I can think of off the top of my head:

    1. Create a parser to do it. Algorithms to do this are pretty common.

    2. Use the ExecJS() expression in the browser object. e.g. ExecJS("4 + 2 * 3") returns 10. This can open you up to security problems, though, so be careful.

  • Conditional expression(under operators).

    object.X > player.X ? 1 : -1[/code:1i8lf16y]
  • This is a pretty complex subject, and there's a lot of advice that could be given. Being a software engineer by trade, I can give a few tips. Abstraction is your friend, as is the separation of logical systems. Smart use of things like families and generalized functions aid the former, while the use of separate event sheets/groups are good for the latter. The key is to not let a single system get too complicated. If a system -- such as an inventory, for example -- begins to get too complicated, you should step back and see if it can be broken up into multiple connected systems instead of one monolithic one.

    Remember: complex is better than complicated.

  • A quick forum search would be a good place to start looking for an answer. For anything else, you'll have to be more specific.

  • I looked at the tutorial, and it should be fairly simple to adapt to LocalStorage. If you look at the manual entry for LocalStorage, they suggest using a dictionary -- where you can also set/get values with keys -- to create a system similar to WebStorage. That manual entry also gives basic instructions on how to use LocalStorage, so I definitely suggest checking it out.

  • WebStorage has been deprecated in favor of LocalStorage and can no longer be added to new projects. All new projects should use the LocalStorage plugin.

  • Add your conditions to a single event, then right click that event and click "Make 'Or' block".

  • There's no need to explicitly mark as solved. However, if you really want to, you can always prefix something like "[SOLVED]" to the beginning of the topic title by editing the first post.

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  • If the enemy is to the right of the player, then it's closer to player.x + 50, to the left it's closer to player.X - 50, so the following -- which uses a conditional expression -- gets you the desired X coordinate:

    enemy.X < player.X ? (player.X - 50) : (player.X + 50)[/code:3ly2dk1z]
  • The editor draws things somewhat differently from what you actually see in the browser. If you preview the game, you likely won't see any line.

  • Is this because you've noticed stuttering, or have you actually measured a framerate difference? I couldn't reproduce this happening, with setting the global timescale and the object timescale yielding no difference.

  • Save your game as a project instead of a single file(capx). This will store all of the C2 project files -- including the ones you import -- in a folder hierarchy, so you can then directly modify your imported files without having to reimport them. Here's a manual entry with some info you may find useful.

  • I quick look through the manual entry for the Tilemap object should answer your questions. At the very least, it will tell you what each of the actions you've mentioned do.

  • From the Gamepad manual entry:

    [quote:3immz1dq]The Playstation 3 controller does not typically work without installing third party drivers since it is not officially supported. For this reason it is recommended to test with Google Chrome on Windows with an XBox 360 controller, and always support an alternative input method such as Keyboard input.

    So you can get it to work, but it doesn't necessarily work out of the box like the Xbox 360 controller.