noisetank's Forum Posts

  • Alright, I gave that a shot, but it's not quite right...moving forward makes them shoot much quicker and back makes them go much slower.

  • Makes sense. I'll give it a shot when I get home, thanks!

  • I'm working on a vertical scrolling shooter and I've gotten my ship to move and shoot, but I think I need some kind of formula to keep the bullet pacing consistent with the ship speed...

    For example, if the ship is moving forward, it can keep in pace with the bullets. If it's moving backward, the bullets seem spaced out more.

    I'm sure there's a simple solution to this, but I'm not sure what the exact syntax is.

  • How do folks feel about using something like this for a game's pre-launch webpage? Maybe it's a bad idea for a fully featured website with a lot of content, but all I would want is some art assets and bullet points to promote my game. Still a bad idea?

  • If you want people to answer more quickly, you should post the capx, or create a minimal example capx that shows the problem.

    I'm fine with doing that, I just wasn't expect anyone to go through the legwork of testing it if they hadn't already had a similar issue. To replicate, one would need the Construct 2 Spriter plugin installed, Intel XDK installed (and an account to export), and an Android device to test on. The whole process is kind of arduous.

    I found a single post referencing a similar issue in my searching, which doesn't answer any questions, but at least leads me to believe that the issue isn't only affecting me.

    I do realize now that I haven't tested with a fresh capx, however, so I'll make one tonight and post it if I'm still having issues.

  • Anyone? I'm afraid I might have to go through and tear out my Spriter implementation if I want my game on Android at this point.

  • I'm working on a game I was hoping to export to Android. After exporting a test build through the method outlined here, I found that none of the sprites I added using the Spriter plugin appeared.

    Is this a known bug or am I doing something wrong?

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  • Hello,

    I participated in a game jam last weekend about making SHARECART1000 compatible games and decided to share the framework I built for interacting with the system. If you're not familiar with SHARECART1000, I'd recommend reading this page, but the basic idea is that a bunch of games read and write to a single save file with a handful of variables.

    I'm not an expert in SHARECART/Construct/anything, so it's probably not the most perfect or full-featured or efficient thing, but I'd love to hear feedback from anyone who thinks they could improve upon it. The one thing that the game jam curators mentioned was a potential issue with my implementation is that it writes the file with LF (Unix) line breaks instead of CRLF (Windows) line breaks, but I'm not sure if there even is a way to specify that in Construct.

    You can download my framework on itch.io and check out my entry to the game jam here (though be warned: it's not super impressive because I spent so much more time on the SHARECART framework than the game itself).

  • I tried this:

    NWjs.AppFolder & "..\datafolder\file.txt"[/code:1dexx9bm]
    
    And still no dice. I'm thinking I could probably work around it by saving that NWjs.AppFolder and stripping out the last foldername with tokenat, but I was hoping the tried and true ".." would work since it's obviously much less work. :/
  • Try

    NWjs.AppFolder & "..\datafolder\file.txt"[/code:1k7ep3ms]
    

    I'm fairly certain I tried that as well, but I'll give it another shot when I get home.

  • I haven't, but I don't feel like that makes any more sense?

    ".." should go back one directory, right? So if I'm running the exe out of "C:\gamefolder", I would step back into "C:\", then up into "C:\datafolder". How would the extra ".." help?

    I'm away from my computer for now, but I suppose I'll try it later.

  • I have a file that I would like to manipulate using NodeWebkit, but I'm having problems finding the file when using a relative path.

    Example: I have a global variable (dataPath) with the path to the file and two events that display "True" if it can find the file or "False" if it can't.

    When dataPath is set to "C:\datafolder\file.txt", it displays "True".

    When dataPath is set to "..\datafolder\file.txt", it displays "False". (this is with the game files exported and running from C:\gamefolder)

    So my directories looks like this:

    C:\datafolder\file.txt
    C:\gamefolder\game.exe
    [/code:3bwsk6aq]
    
    Is there any reason this shouldn't work? What am I missing?
  • noisetank

    Check the collision box X values on each tine to make sure they are identical (set them to whole numbers). If you have Pixel Rounding set to OFF, and the values are fractionally different, the fork may not collide correctly.

    EDIT: This goes for the two boxes as well.

    Here's a capx:

    https://dl.dropboxusercontent.com/u/12667027/ForkTest.capx

    Good advice! This wasn't the solution, but that fact about pixel rounding was new to me and your capx was helpful in showing that the issue is definitely specific to my events.

    It turns out that my "returning" boolean was getting switched on too quickly, so the second collision wouldn't occur. Adding a small delay (Wait 0.05 seconds) seems to have fixed that, although it's kind of annoying to see the second block lag after the first. I can probably do some tinkering to try and eliminate that, though.

    Thank you for the help!

  • Like this?

    Fork: On Collision with Block
    System: For each Block: Set Block X to Self.X + 50
    [blank]: Set Fork 'returning' to 'True' (which makes the object go backwards)
    [/code:2q7eopcp]
    
    That doesn't change anything. It still only pushes one block.
  • I'm having an issue that I can't quite figure out, so any insight would be greatly appreciated:

    I have a fork shaped object with two equal length prongs. The collision mask is shaped in a way that fits over both prongs. When a key is pressed, the fork object moves forward and collides with two separate blocks (one in front of each prong).

    My collision event looks roughly like this:

    Fork: On Collision with Block >
    Set Block X to Self.X + 50
    Set Fork 'returning' to 'True' (which makes the object go backwards)[/code:p5zn5j2o]
    
    Originally, I anticipated that the fork would push both blocks in this setup. However, it seems that the fork will only push one of the blocks, as though it's hitting that one "first" and retreating before the event can run for the second block.
    
    How can I make the stick push both blocks at once? Hopefully my example is clear enough to address; I would include a .capx but I'm away from my home computer.
    
    Thanks in advance!