mattb88's Forum Posts

  • 11 posts
  • Oh, well actually now that I play a little bit more, it just seems to be an issue when the platform is falling.

  • I'm trying to do an edge grab with collision checks that sets a players position and disables the platform behavior when the player hits the edge sprite. I am able to have the player sprite stick to the edge sprite on collision, no problem. But say that the player is on an edge sprite, then I make my character jump and land on the edge sprite again, it shoots the player sprite down instead of jumping up like it should if I hit the up arrow again. If it sounds confusing, I apologize. I'll post the capx of a basic example that I created for the forum with the issue I am running into.

    All you have to do is hit the up arrow a couple of times while the player is under an edge sprite to replicate the issue.

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  • Sorry to ask, but could someone explain to me how to use global cameras? Say for instance, I want to be able to create a spectate mode while a player is dead, which would allow a person to spectate allies, regardless of the layout that they are currently on. Would a global camera allow for this? I searched and tried for a few hours, but I just can't seem to figure it out.

  • I haven't tried multiplayer at all. And I don't know how C2 handles MP data. I'm pretty sure you can send data to the server and retrieve it. So a variable with info about the layout you're in should do the trick.

    Imagine something like, on start of layout you set myCurrentLayout to whatever layout you're in. Once a peer receive that value you check it, if layout1, you spawn the icon at point1, if layout2 spawn it at point2 and so on.

    Great! That makes a lot of sense. I actually thought of something similar to this, but I wasn't sure if it would work with the MP behavior. Thanks for the info, it helps a lot.

  • Awesome great to hear. I'm fairly new to Construct 2 and so far I'm learning at a great pace, but I stumbled on this issue. I'm struggling with the idea of how getting icons to work between layouts. If I wanted to have a device that was able to track an enemy, even if they weren't on the same layout as my current player, how would I go about making that work? That's what I'm having a hard time grasping.

  • It works perfect on Chrome, but I've tried both v29 Beta and the latest Nightly with both of them encountering the same gamepad issue.

  • Hello everyone , I'm currently constructing what will be a minimap for my game, but I need a bit of help understanding if my map is a possibility.

    The letters on the map represent what will be different layouts in the game. A and D represent a base, while B and C are outside. What I'd like to know is if there's any way to have P1 and P2 be able to see each other on the map, even if they are in different zones(layouts). I essentially just want player icons to be pinned to the red dots depending on what layout they are in.

    Sorry if this doesn't make sense, but if I need to clarify anything please let me know. Thanks!

  • Ahhhh dang haha! I see, I completely forgot that I had upgraded to the new beta for Firefox and switched to that, instead of keeping chrome as my default browser. But you are right, I wasn't able to replicate the issue on chrome either, just on Firefox beta. Do other versions of Firefox support gamepads? I believe I'm having the blacklist issue on chrome, so it's always stuck on Canvas2D, which is why I wanted to try the beta for Firefox.

    Thanks for your help by the way!

  • Thank you for the reply, sorry about that. Here is an example of what I have. Keep in mind that this is just a new project with one event, but it's essentially how I had my other game set up.

    The way it is now, I can hold any button down except for the R trigger and still jump. Another thing that I noticed is that if I hold down L trigger ( which is the button to jump) and then press the R trigger (not binded to anything) he will jump for some reason.

    Edit: Is this possibly a bug or just something I can correct within the event sheet?

  • I currently have my players dash when the player holds the R trigger, then either pushes the right joystick to the left or right. The idea is very similar to that of Super Smash Bros.

    The problem is that I'd like to have the player be able to jump (L trigger) while dashing, but this only works when I dash and immediately let go of the R trigger. Why is it that I can't jump while I'm holding the R trigger? The player is able to jump when I have any other button, so is there something is causing the triggers to not be read while both are down?

    Anybody have ideas about this? I've tried a bunch of different events, but I just can't seem to figure it out.

  • Hello all! I've got a few questions concerning the new multiplayer behavior, just so I can get an understanding if my game will actually be possible.

    • First of all, can online games have multiple layouts? For example, could I have a layout for base, and a layout for outside? If so, can players chat between these layouts as long as they are in the same game room?
    • Would I be able to create something similar to a lobby page with chat rooms like Dota and Starcraft have before joining games?
    • After joining a game server, would I be able to make a waiting room where players have 60 or so seconds to select a character?
    • And my final question would be if players can have accounts that level up and give different items at certain levels, again something like Dota and SC2 have implemented.

    Unfortunately, my knowledge of what Construct 2 allows for multiplayer is limited, so I apologize for these questions if they asked a lot. I searched the forums for awhile but couldn't find my answers.

    Ps. Kudos to you fine folk at Scirra, construct is an amazing program. I've spent a significant amount of time using it the past few weeks and just seeing my ideas finally come alive is truly an awesome experience.

  • 11 posts