ramones's Forum Posts

  • +TextBox: On text changed
        -> TextBox: Set text to RegexReplace(TextBox.Text, "\D", "", "")
    [/code:1ux0xkow]
    That will remove any non-digit character from the textbox.
  • You should be able to access the family instance variable on the object.

    You could add the three objects that need text objects to another family and use that for text.

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  • Check that it's not hiding under the image editor. If you still can't find it, try File -> Preferences -> Reset dialogs.

  • Something like this:

    [attachment=0:1ss92xig][/attachment:1ss92xig]

  • What behavior do you have on the ship?

  • Ah do it without the URLEncode. You don't want to encode the "=". If you're sending user entered data then just encode the actual values like:

    "postdata=" & URLEncode(data)

  • Check in the browser dev tools. It will show the exact request it's trying to make and any error. If you're trying to make the AJAX request from C2 preview you probably need to enable Cross-Origin Resource Sharing on the server.

  • There's a separate condition for booleans. "Compare instance variable" is for text and numbers and "Is boolean instance variable set" for booleans.

  • And to get him back the other direction but I can't get the door animating working that way, no idea how you made it do what it does.

    How are we supposed to fix placing an initial spawn point? Also this seems like it would be incompatible if we put in save points.

    Well you have "Go Right" and "Go Left" for the door directions, that's ok. 0 degrees is right, 180 is left. You just need to check when the door reaches the edge of the screen. ViewportLeft(layername) gives you the x position of the left side of the screen and ViewportRight(layername) gives the right side.

    As for the initial spawn point maybe give the player an instance variable that tracks which door he came through.

    • Player has an initial door id = -1
    • Connected doors have the same id
    • Player goes through door and stores door id
    • On next layout, player is positioned next to the door with matching id, unless id = -1
    • At a save point you can set the player door id to -1

    I've never played Metroidvania so I don't know if you have multiple doors per level or what else you need.

  • Ok here's a start:

    I used a sprite with fade behavior instead of effects for the fading. I put a detector sprite inside the door so that the player has to go all the way in before the layout change triggers. I gave the door bullet behavior to move it. And I made the player global so it appears on the next layout.

    Still to do:

    Position the player correctly by the door at start of layout

    Go back in the other direction

    [attachment=0:k0y718xj][/attachment:k0y718xj]

  • I wouldn't bother trying to translate MMF2 events over to C2. Try to recreate it from scratch. Start a new capx with a few placeholder sprites, do as much as you can, post it here and tell us which particular thing you're stuck on. I'm sure you'll get a quicker response.

    In the gif I see:

    Run into door

    Fade to black

    Slide door across screen

    Load next layout

    Fade in

    How much of that can you do?

  • You should see the expressions window when entering an expression. You can press F4 to show/hide it if it's not visible. You can see all the system expressions (including dt) in there under "System".

    [attachment=0:15vmgbke][/attachment:15vmgbke]

  • You can change the alpha value back to 255.

  • It should be the same as far as I can tell. Have you got an example where they give different values?