Paco's Forum Posts

  • 15 posts
  • Updated to be based on Scirra's Platform from C2 v239

  • The bug is gone, sorry for the delay on my confirmation

    and thank you very much.

    ¡Saludos!

  • Muchisimas gracias, as soon as the next beta comes up, I'll inform you the results

  • Problem Description

    Insanely huge number can't be Int so it must be Float or somthing. So basically every time "Facebook.HiscoreUserID" is invoked it triggers error.

    And (as expected) "Facebook.UserID" keeps returning the logged in player , so is no use as workaround.

    Attach a Capx

    I'm sorry for being lazy, but I know you can see there is no need for this. If you really need me to do this, then I'll do it.

    Steps to Reproduce Bug

    • Do Facebook things
    • Action : "Request hi-score board"
    • "On hi-score" call expression "Facebook.HiscoreUserID"
    • ???
    • Profit

    Observed Result

    Alert("Assertion failure: Calling expvalue.set_int without number type")

    Expected Result

    Just the ID thank you, sorry to bother you, sir

    Construct 2 Version ID

    Release 233 (64-bit)

    Thanks for reading, hope you have a nice day : )

  • Well, sorry I didn't read this more often. The plugin is old, and, as Ashley always says "Don't use customize native plugins"... I will check out if I can solve that for you, but I won't promise...

    (maybe it's to late for you, im sorry for not seeing your post, if that's the case)

  • tomek:

    Updated...

    This is the behaviour and this are the examples.

    Any question you have don't hesitate to ask me... you should have in mind this is not implemented on bullets or other movments that uses collision...

    If you wish this was part of the construct engine, you can resurrect this thread and do a little lobby :)

  • tomek:

    Updated...

    This is the behaviour and this are the examples.

    Any question you have don't hesitate to ask me... you should have in mind this is not implemented on bullets or other movments that uses collision...

    If you wish this was part of the construct engine, you can resurrect this thread and do a little lobby :)

  • tomek , Hola, �Do you mind waiting until tomorrow, right now I can't check if the uploaded version is the last one?

    In the mean time, check this thread, it might help you.

    Also, this version is "old" in comparison with the official "Platform", you should have that in mind.

  • First of all:

    �No it's not my game... I wish it was!

    It's the great Superbrother's Sword & Sworcery. An excelent game (point and click adventure-ish) very beautiful with gorgeous music.

    So, to the point. Yes i'm planning to do the modification, but I think it's important being able to manipulated joints in a more specific way, using the official behaviour.

    But I'm also wondering if there could be a way to work this kind of things using maybe a Plugin... like... "Physic World Plugin" and having acces to collisions as well as joints? Or other 2dBox features? I mean, without having to screw the official plugins and behaviours

  • The problem becomes critical when there is more than a single "Platform" instance in play.

    Oh, you mean in the different Platoforms, well no, the problem remains the same. The "Platform" with disabled jumpthrus will ignore jumpthrus, yes, but the one with enabled jumpthus will not ignore "Solids" so, he is not actually in another layer in the sense I meant. Also, jumpthrus dont seem to work as walls (and that is the actual functionality of the jumpthrus)

    When i searched the forums, i found a solution that did not convinced me... It was to have the different "Solid Layers" actually displaced in space so they not overlap, but draw them as if they where... This might work form some of the problem, but it adds other annoying problems...

    In the other hand, adding the filter is seriously easy :)

    <img src="http://sphotos-b.ak.fbcdn.net/hphotos-ak-prn1/s480x480/13387_10200795104975516_896385471_n.jpg" border="0" />

  • So, I made another thread to this other subject, I thoug it was less messy to do so.

    I was about to make a mod to the Phisycs behaviour, but I read your post about not doing so.

    My problem is, I was unable to find a way to edit Joints that were already created, or destroying single joints. Or not an Elegant way in any case.

    �Is there a way I can make a behaviour for enabling edit of joints without changing the Physics behaviour?

    Well, what I was about to do is some functions to mod or delete joints. I also thought to make a variable or somthing like "lastCreatedJointIndex" so when you create a joint that you desire to control, you should store it's index in a instance (or global, warever) variable.

    Then, the functions of modding and deleting should ask for an index. Maybe, there could be another variable "lastCreatedJointIndexOther", this would return the same joint, but indexed by the other object it is attached.

    �Do you think is this possible to be applyed in the short run?

  • I just recently read a post about avoid duplicating official plugins, and I completly understood why.

    But, before I noticed that post, I did posted a mod behaviour (of platform) and I actually seen another one.

    Well, my suggestion is to add the functionality of Filtering Solids (and jumpthrus) by Layer,

    I am very convinced about it's utility and the ease of implementation, to the point I was able to do it in a few hours without knowing the code, so it must be very easy for you.

    ?What I mean about this Filter? ?Do you know McMillen's Time Fcuk? Its basically a platformer where two "level" exist in parallel, one over the other, and you can switch between those... In that game, there is only the player, so, it's not more than disabling and enabling the solids... but If you have the same idea but multiplayer or enemies using "Platform" then it becomes quite problematic.

    What I did is add a boolean, that, when its true it will check if Layer of Platform it's same as Layer of solid object, and ignore if false (this occurs in the for loop that runs throug all solids, before the actual collision checking)

    Please, take a look at it, i'm sure you will understan better when you read the code (care, it's ugly, and awfully commented):

    CODE: mediafire.com/download.php

    EXAMPLES: mediafire.com/download.php

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  • Modded Platform by Paco

    Features:

    + Layer Filtering : Optionally ignore solids and jumpthrus on other layers.

    Update: 20/Nov/2016

    + Reimplemented Layer Filtering using C2 v239

    Behaviour:

    http://www.mediafire.com/file/dy41za8h7 ... rmpaco.zip

    Examples:

    http://www.mediafire.com/file/dasj5wt6d ... amples.zip

    I leave this more for historic record. But I don't think this Behaviour will go further than this.

    Orig Post :

    Well i was having a problem about having platformers and solids on multiple layers and i didn't wanted them to be detected from one layer to another, when i searched the forums i couldn't find a good solution, but i did find others with the same issue (http://www.scirra.com/forum/platform-ob ... page1.html), so i decied to give a try on the plugin.

    ---------------------------------------------------------------

    BAsically, this are the extensions (only one so far)

    + Layer filtering: If enabled, the platform will only be affected by solids and jumpthrus in the same layer that its present.

    ---------------------------------------------------------------

    I also want to add some other extensions, like, the ability to configure the slope tolerance, or integrated doble jump, or the "make jump according to how long the jump key is pressed" and things like that... probably kind of on demand, and depending on my spare time...

    I hope it is useful to someone, enjoy, and comment with no restrictions (except those of the forum code of conduct, you know)

    PD:Sorry for the bad grammar and all, not my native language, also not very awake right now

    Edit; weird, half the post is gone... not a big half thou.. wait i can't post links... i posted it without the links before? whatthe?Paco2013-08-07 21:15:42

  • BEHAVIOUR : mediafire.com

    �Finally, here it is, but i don't know exactly how to post it on the plugin database if there's any?

    Long story short, its a mod over the standard Platform Behaviour with the ability to enable and disable wheter to ignore solids in other layers.

    BEHAVIOUR : mediafire.com

    I did two basic examples based on already existing examples, check this out please

    EXAMPLES : mediafire.com

  • I have the same problem, and now i see others have it i think i can give a shot to making a mod of the basic platform behaviour... shouldn't be that hard... right?

    Also... i have a doubt �the condition "[sprite]is overlapping" works when the object's collision is disabled?

  • 15 posts