R0J0hound's Forum Posts

  • If you've seen it done in some 2d game it should be doable in Construct.

    The main difference between top view movement and isometric(2:1) movement is when moving vertically it is moving half the speed of when it's moving horizontally.

    Camera movement is done the same way as top view just gradually move the camera ahead of the direction the player is going.

    Ex:

    /examples%208/isoracing.capx

    https://www.dropbox.com/s/imp0a38pctqnl ... .capx?dl=1

  • The Audiere library stores it's volume in a "float" (32 bit floating point number) which only keeps track of about 7 significant digits. I switched my code to do calculations with "double" (64 bit floating point number) which keeps track of about 16 significant digits. But after calculation the value is rounded to a "float", so adding a very low number will have no affect. I'll have to come up with another solution.

    In the mean time you can fade volume with a time expression:

    clamp(((timer-start_time)/(second_for_fade*10), 0, 100)

    There is no limiter that I know of. The plugin for the most part is just a wrapper for the Audiere library.

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  • I just released 1.4 on the first post. I switched to using a higher precision floating point number type so most of those rounding errors should be eliminated.

  • Here is a way to do a spline though waypoints:

    https://www.dropbox.com/s/lnim2ur10r5ua ... .capx?dl=0

    /examples%208/catmullrom.capx

    A plugin could be made to hide the formula, but there isn't a way to make an in IDE node editor at this time.

  • I haven't opened you cap but are you sure you are resetting the global variables "count" and "schaum" when you reset?

  • When using the forum search you can change "All forums" to select only the Construct 2 forums.

    ince I'm a C2 user I don't really care about the previous creation tool.

    Except many of Construct Classics examples provide a starting point to do stuff in C2.

  • Remove the for each conditions from the "REZiele" and "RESchaume" functions. They are not needed to destroy all the objects and they are causing the spawn to be called once per object destroyed.

  • Is this the effect you were looking for? I used a slightly different approach.

    http://dl.dropbox.com/u/5426011/fixed/Funky%20Koval.cap

  • For CC it would look like this:

    + Sun: overlaps player : offset 
        (ScrollXLeft*(100-LayerScrollRateX(.Layer))/100,
         ScrollYTop*(100-LayerScrollRateY(.Layer))/100)
    -> Text: Set text to "true"
    
  • New update on first post.

    New R4:

    [Fix] Now works with WebGL. (thanks to Yann)

    [Add] Additional hotspot locations top-right,top, etc...(thanks to Yann)

    [Add] Paste Layer action(thanks to Yann)

    [Change] Paste object/layer action now only paste visible objects.

  • A little bit of info:

    System: abs(player.x-enemy.x) < distance

    That only compares the first picked "player" and "enemy" objects' values.

    foreach enemy
    System: abs(player.x-enemy.x) < distance

    This compares each enemy against the first picked instance of the player.

    enemy: abs(player.x-enemy.x) < distance

    Now the "pick by comparison" that CC has is like the "system compare" with these differences:

    1. Corresponding picked instances are used for expression values.

    ex:

    The first picked enemy is compared with the first picked player,

    the second with the second,

    the third with the third... and so forth.

    If the amount of picked objects differ in count for example: 2 players and 4 enemies it will loop back to the first.

    ex:

    The first picked enemy is compared with the first picked player,

    the second with the second,

    the third with the first,

    and the fourth with the second.

    2. The enemy objects are picked.

    I'd also like to point out these apply to picking in general with most object conditions.

    Now for the workarounds until "pick by comparison" is added.

    Since I assume there will be one player and many enemies Yann's second solution will work fine. I've also used private variables to do the same thing:

    Every Tick-> enemy: set dist to abs(player.x-enemy.x)

    enemy: dist < distance -> do stuff

  • It's done just as you describe. Give the player and obstacles the physics behavior, and apply forces to the player to make him move.

    http://dl.dropbox.com/u/5426011/examples%208/physics_plat.capx

  • Until it is properly implemented as a condition you can do it yourself with events.

    <img src="http://dl.dropbox.com/u/5426011/examples%208/pick_topmost.png" border="0" />