RetrocadeMedia's Forum Posts

  • So I was trying out the example .capx provided for implementing controller support, and I noticed that it works in chrome and not Nw.Js

    Is this an issue with me not using a new enough version or?

  • The Kiosk mode is useful if you are running the game in a public place (like an arcade). It disables the ability to right click and exit the game among other slight things. It bas3ically locks you out of your laptop unless you press Alt F4 or the Windows key

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  • god dam it I forgot about that you will need the moveto plugin to get it working it is a very useful plug in if you want it you can get it here

    https://c2rexplugins.weebly.com/rex_moveto.html

    Im aware that I need that, but it gives me an error when C2 loads. Does MoveTo have any other dependencies?

  • Im actually unable to open it, theres an issue with the moveto plugin

  • I downloaded it. Thank you for your help!

  • oh sorry, buddy I not had that problem and I don't think I can help you.

    Alright, no worries. Any chance you could share how your objects work? Like how your ground moves and how they're placed?

  • hi, buddy I am making my own space harrier type game with the ground plugin and I found the same problem had to put the origin point on the bottom of the ground sprite and then flip it to make it look correct but once I did that it would never appear where it was in editor to make the sprite appear at the bottom of the screen I had to place it in the middle of the editor.

    Do you mean for the objects? Cause my Ground and Sky works fine. Its objects that I want in the background using the Perspective plugin that dont work.

  • So Im using the Mode7 Perspective and Ground plugins by rex, and I need some help. The example project works just fine, Im able to move things and do whatever I want with it. But Im trying to use it as part of the background in a game Im making and its just not working. The Mode7 ground is working fine, but for some reason the Objects aren't appearing where they should.

    Can anyone help me?

    (Event Sheet. The Position is being set by the object itself, not events)

    (In game, not appearing. I've tried it in many positions and none have allowed it to show up)

  • Thank you! It works perfectly now. That was much easier than I thought it would be.

  • I have 4 bullet patterns set up, if you run the project and press the number keys you can activate each bullet pattern and see what it does. But you'll notice that any time you rotate the enemy, whether its through code or simply clicking on it and rotating it in the layout, all of the bullet patterns break.

    Code like this: Set Bullet Angle | Bad.Angle + 90

    Is specifically there so that instead of using hard angles like 90 degrees, I can have the enemy pointing in any direction and have the bullet pattern function the same way but tilted at an angle.

    For some reason this doesn't work, and I'm not sure why

    As a side note, patterns 3 and 4 seem to work fine, as they function off of separate things coming off of the enemy and those spawning bullets.

  • So I have this bullet test thing, and I want to have the enemy constantly aim at the player, but any time the enemy is at any angle other than 0, all of the bullet patterns break instantly. I can't tell if Im being really dumb, or what, but I can't figure it out.

    Heres the capx:

    (Removed capx as this was fixed)

  • Thank you for your help

  • So I have an idea of how to have the player use actual analog control, where I check:

    If Gamepad Left X Axis > Gamepad Left Y Axis

    Then set player speed to Gamepad Left X Axis * 80

    And then do the same for Y Axis

    But if both Axis are 0, then set it back to 800, for D-Pad control

    But I have no clue how to compare an axis against another axis.

    The function is

    Gamepad 0 Left analog X axis > (Variable)

    And I know to start with Gamepad.Axis(0, Variable)

    But I dont know what that second variable would be.

    Does anyone know how to finish it off, or if there's a better way to do it?

  • Either one will work, but personally I would use Sprites on top.

  • I am going off of Jerementors Twin stick tutorial, but when I add in a second player, only the first players stick works, and the second players stick just goes right when I move it.

    If anyone could help that would be great.

    Edit: Hey I figured it out! I was forgetting to set the Gamepad number to 1 in the code itself.