R0J0hound's Forum Posts

  • When inputting an expression

    Double-click on any object.

    Click back.

    You should now see a list of all the families in addition to objects.

  • Use the is overlapping condition with your events to select the correct tree to place behind/in front of.

    <img src="http://dl.dropbox.com/u/5426011/pics/events2.GIF">

    Repeat that for all 3 trees.

    Or you could add all three trees to a family, say "Terrain", and change the tree references in those three events to Terrain. That way all the trees will be handled in just three events. It also makes it simpler to add other visual blocks such as signs, rocks, etc... without the need for extra events to do the sorting.

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  • This should fix the bouncing.

    Changed event #3 of event sheet "player1". The var JumpBackward was used twice and JumpForwad wasn't used.

    Changed event #3 of event sheet "player2". This was the issue I was talking about. The player1 facing was being changed from player2 events.

    http://dl.dropbox.com/u/5426011/examples2/FighterGame%20fix.cap

  • Change this condition

    + player1_MSK: is on ground

    to this

    + player1_MSK: [negated] is jumping

    + player1_MSK: [negated] is falling

    "is on ground" sets the vars to zero when jumping because is seems that the object is still considered on the ground at the beginning of the jump.

    Also I found a typo on the "player2" event sheet, on event 3.

    + System: Else

    -> PlayChar2: Set angle to 0

    -> System: Disable group "P1 F Right"

    -> System: Enable group "P1 F Left"

    I'm pretty sure those "P1"s need to be "P2", otherwise it causes the player1 to bounce in the air when jumping over player2.

  • I think the problem is the variables never get set to 1. All the events that set the variable require that doublejump=1 including the event that sets doublejump to 1.

  • This works:

    + System: Start of layout

    -> Registry: Open key "Control Panel\Desktop" under root HKEY_CURRENT_USER

    -> Text: Set text to Registry.ReadString("WallPaper")

    Strings in Construct use double quotes. Single quotes are only for variable names.

  • [quote:1bvqi2tb]Using Davo's example, How would I get to rotate?

    Just add this action to the 2nd event:

    -> Body: Set angle to global('angle')[/code:1bvqi2tb]
  • Try "System.layername(1)", it's lowercase.

  • Here's Davids chain example translated into just events, if that helps.

    http://dl.dropbox.com/u/5426011/examples2/ChainNoPython.cap

    made with 0.99.95

  • I found a fix for the slowdown. It will be fixed when the next build of construct is released.

    It will also fix the slowdowns described in these other topics:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=7346

    http://www.scirra.com/forum/viewtopic.php?f=3&t=7305

    /\-This also describes a workaround

    If your project has a significant slowdown when using per pixel collisions then this bug probably is the cause.

    -cheers

  • Try clicking on "Angle: 0 (Right)" on the animator toolbar. That works for me.

    -cheers

  • I used PyShell. It allows you to explore python in construct much like the python command line app bundled with python.

    Open PyShell.cap, add a Sprite and give it the Platform behavior.

    Run the Layout and you will be presented with a prompt.

    If you type dir() you will see a list that contains the names of all the objects.

    dir(SpritePlatform) shows a list of all the python equivalences.

  • It's not listed in the script editor, but it's:

    SpritePlatform.WallRight()[/code:1quy64uv]
  • Just keep track of the previous angle in a private variable like 'oldangle'. Then the delta angle would be Sprite.Angle-Sprite('oldangle').

    + System: Always (every tick)
    -> Text: Set text to "Angular Velocity: " & (Sprite.Angle-Sprite ('oldangle'))/TimeDelta
    -> Sprite: Set 'oldangle' to Sprite.Angle
    [/code:1xanolre]
  • Here's a way to get the correct z ordering:

    + System: Always (every tick)
    -> Sprite4: Send to front
    -> Terrain: Set collision mode to Bounding box
    
    + Sprite4: Sprite4 overlaps Terrain
    + Sprite4: Value 'z' Less than Terrain.Value('z')
    + Sprite4: Y Less than Terrain.Y
    -> Sprite4: Place behind of Terrain 
     
    + System: Always (every tick)
    -> Terrain: Set collision mode to Per Pixel
    -> Sprite3: Place in front of Sprite4
    [/code:1cvfo1zk]