locohost's Forum Posts

  • Any hot key combo exist in C2 editor that will quickly jump up/down to next event/function? Such a simple feature that would be such a huuuge time saver. That and a hot key to jump back the last line I edited as well as a key that saves and then runs

  • Kyatric CB hash plugin should work fine! Run the JSON map data through that on export/import. Nice.

    bladedpenguin, Kyatric Thank you, thank you, thank you!

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  • Yes, need to ensure same map in multiplayer mobile game. I keep looking at the JS SDK info an wishing I had time to write a plugin. Sadly, it may happen some time later I'll have no other choice but to make time for it

  • Reading this...

    https://www.scirra.com/tutorials/328/us ... onstruct-2

    However, I'd still need/want some kind of crypto plugin. Has anyone built one?

  • Is there a simple way to distribute external maps/level with some form of basic protection? I know how to load JSON data in C2, but that would need (well not need, but I'd want it) encryption. I have a forthcoming need to distribute external levels made by an editor. What format should that level editor output?

  • linkman2004 It's working pretty well. Thank you, thank you, thank you for the code and help!

  • linkman2004 Still arriving several frames early in the animation run. Do I have an error in the code above? It looks like I copied what you posted, but maybe I'm missing something.

  • Removed the acceleration value and it's much better. Still testing.

    Thank you very, very much for the code!

  • Yes it is a top down game.

    I tried the last calculation you provided. It appears the animation only gets about halfway through the 36 frames when it hits the target Token. Here is my early version shooting code. Do you see an error in the calculation? Or did I use the wrong one?

    [attachment=0:tw3duf1e][/attachment:tw3duf1e]

  • I have a projectile animation with 36 frames. As it moves from shooter to target it appears to rise and then fall. What is the calculation needed so that the animation starts at frame 0 from shooter and then finishes on frame 35 at the target? So it runs one full cycle.

  • It's by design. To make group variables like globals make then static.

    Damn. So I missed that in the docs?

    Regardless, thank you R0J0hound!

  • So this took a looooong time to figure out what was happening. It appears that group scoped variables get reset on every event end or perhaps begin. In the screen shot below, the line that says "Add_Message" ( "SequenceIdx=" & nextTileMoveSequenceNum ), this dispays 1 over and over and over. Never increments from 1. Now, if you move the group variable nextTileMoveSequenceNum up into the global scope, it works just fine. The sequence increments as a normal person would expect.

    This can't be by design. A bug I'm guessing?...

    [attachment=0:1pbp70zd][/attachment:1pbp70zd]

  • Problem Description

    You cannot select multiple global variables in one sheet, then using the context menu option "move to another sheet", move them all to another sheet. Only one of the selected variables moves each time.

    Attach a Capx

    DemonstrateCantSelectAndMoveAllGlobals.capx is attached

    Description of Capx

    The capx does nothing. It merely shows two event sheets, one containing some global variables, the other without. You cannot move them all with one use of the "move to event sheet..." context menu function.

    Steps to Reproduce Bug

    • Select all 3 of the global variables in Event sheet 2
    • Right click, select "move to event sheet..."
    • In the subsequent sheet selector menu, select "Event sheet 1" Observed Result Only one of the global variables will move to Event sheet 1 Expected Result All selected global variables should move to the new sheet Affected Browsers
      • Chrome: (YES)
      • FireFox: (Do not have this browser)
      • Internet Explorer: (Did not test)

    Operating System and Service Pack

    Windows 7, fully updated and patched

    Construct 2 Version ID

    r198 (64-bit)

  • For searches in the future, this is my function. It's working well on my isometric layout. I'm using the tiles_around array as my function return values. Since we can't return more than one value.

    [attachment=0:3gvro9hq][/attachment:3gvro9hq]

  • I have a detailed isometric layout. When my game token is dropped on a tile, the 3 tiles in front of it, closer to you, need to be picked so the z-index of the token can be set correctly to display in front or back of the tiles in front. They might be taller. Follow?

    So how can I pick the sprites that are immediately next to, and around the current sprite?