locohost's Forum Posts

  • I'm drawing a tilemap using the layout editor. I see no way to select an area on the layout, copy it, then paste it somewhere else on the same layout? I see the "Rectangle" tool in the Tilemap tiles window but no combination of keys held down and mouse clicks will select an area in the layout.

  • I had the code that set gravity to zero (and every other code fix I was trying for the last couple hours) in another event sheet that was not included in the layout's event sheet.

    It's now working just fine. Thank you everyone for your help.

    I apologize for being a bit of dolt

  • I'm trying "Car Movement" behavior on the ball instead of "Physics" behavior which defaults to a side-view platformer game world. Not sure if this is the right way to go or not. Lets see what happens...

    Dropping Physics behavior and using Car or 8Direction movement eliminates the Platformer gravity that drops the ball to bottom of screen. I can rotate to different angles and change acceleration, so that's something positive I suppose. However Car/8Dir are not the right movement physics for a ball rolling on a flat (top-down) surface. It doesn't move correctly.

  • I'm trying "Car Movement" behavior on the ball instead of "Physics" behavior which defaults to a side-view platformer game world. Not sure if this is the right way to go or not. Lets see what happens...

  • You need Vector Y to be zero.

    Read on Platform behavior in manual. Unless you disable the platform behavior itself, it will still free fall even if gravity = 0.

    https://www.scirra.com/manual/100/platform

    read on

    Set enabled

    Set ignoring input

    How can I "disable the platform behavior itself"? Do I not use "Physics"? Use some other "Movement" setting?

    Thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • If you set gravity to 0 after applying force I think the object will keep it's movement. Try to stop the object's movement where it is and then set gravity to 0. However I don't know if it will work and also I don't know what's the goal.

    The goal is to create "top down view" of the tilemap. The default gravity is not "top down view" its a side view for platformer games. I've read in numerous articles and posts that state you simply set gravity to zero in the layout start event. I'm doing this, in addition to setting the ball x and y velocity to zero and the ball still drops to the bottom of the screen. There is some other setting somewhere that I'm missing.

  • I've tried setting the x/y vectors to zero both before and after setting gravity to zero. In both/either case, the ball drops to the bottom of the screen.

    See attached screen clip...

    https://www.dropbox.com/s/ovek2apd4874eb5/Construct2_Event_Layout_Start.PNG?dl=0

    Thanks again for your advice and help

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I have a top-down tilemap with a sprite. I need physics to apply a force on certain controls. I can do all of this fine, however "set gravity = 0" on the sprite is not working. The sprite simply drops to the bottom of the screen. Other "set gravity = 0" what else must I set?

    Thank you, thank you, thank you for your help

  • JohnnySheffield Has Ashley responded to this issue? You're right, this is a very big bug. Has no effect on one guy/girl working a small solo project, but makes team dev on bigger projects extremely difficult. And for no reason, just write those UI state changes into state xml files where they belong.

  • Elliott The initials prefix is clever. I hadn't thought of that. I think we'll use that.

    JohnnySheffield I guess that's kinda what I was expecting for a reply. I'll see if we can carefully group logic into lots of ES's and use includes. Then make sure we communicate who's working what file with great detail and frequency. Sounds like this is going to be difficult

    Thanks a lot guys for helping and I suppose, confirming, what I was afraid of

  • Ok, following Noncentz705 advice, I built the array in code, then wrote out the JSON with Array.asJSON. Looking in the debugger, this produces a JSON structure like so...

    {
    	"c2array": true,
    	"size": [2,4,1],
    	"data": [
    		[
    			["right"],["backward"],["left"],["forward"]
    		],
    		[
    			[0],[90],[180],[-90]
    		]
    	]
    }
    [/code:2b9k08ej]
    Which is visually bizarre. Comparing the above JSON to what the array actually looks like is very confusing. You visualize arrays as a grid with X-axis running horizontally left to right, Y-axis running vertically top to bottom. The above looks nothing like that. 
    
    Here is the JSON from above with some comments to help...
    [code:2b9k08ej]
    {
    	"c2array": true,
    	"size": [2,4,1], // these are array dimensions: x, y, z
    	"data": [ 
    		[ // x-axis value, x = 0
    			["right"],["backward"],["left"],["forward"] // y-axis values 0 - 3
    		],
    		[ // x-axis value, x = 1
    			[0],[90],[180],[-90] // y-axis values 0 - 3
    		]
    	]
    }
    [/code:2b9k08ej]
    I'm not 100% sure where the z-axis is above?!
    
    [b]Big thanks to @Noncentz705 for getting me over the hump![/b]
  • What is wrong with the basic JSON structure in my OP? Are my attribs named correctly? Am I missing any required attrib? Clearly my 2x4 array structure needs some different format that inlcudes the "z" axis. Can someone post the proper JSON for this?

    Thanks a lot for your help

  • No variation of the "size" attrib values works. I can see in the array in the debugger that it doesn't have the 2 columns and 4 rows I'm expecting. It has one row with the letter "r". I have no idea what's happening. I suppose these array JSON structures for C2 are not what you would normally build when hand coding in javascript.

    Can someone post an example JSON file layout, like above that is actually loading and working in C2? Please

  • Are there any detailed articles/tutorials on this? I read the basic ones. Was hoping for a few replies from people doing team dev with more details and suggestions.

    Anyone?...

  • I've been working on game ideas for the last 15 years. There are two reasons, well three, why I haven't published anything yet.

    1) I keep changing game dev tools and porting my code. Not sure why, but I've done this several times. I guess I see new "toys" coming out and just have to buy and try them. Dumb.

    2) I've been trying do everything alone. Very dumb. You need a team to keep ideas flowing, to help resolve issues and to do all this work and keep everyone motivated and moving forward each day/week.

    3) I have a family, mortgage, bills and a real job which limits my ability to do game dev all day every day. This one is definitely not dumb, just life as a grown up.