rexrainbow's Forum Posts

  • Update:

    r63 had fix the "on touch end", so I update drag & drop and touchmouse.

    drag & drop

    touchmouse

  • This question is about creating plugin.

    When edit Condition:"Compare instance variable" in sprite, it can select instance variable by name.

    The name of instance variables seems to be shown in a combo box.

    In Plugin SDK:

    AddComboParamOption(text);
    AddComboParam(name, description, initial);

    How to get the name of instance variables to put in 'text' in AddComboParamOption? Or using another function for list the name of instance variables?

    Or where can I find the edittime.js of commanace.js?

  • Update:

    drag & drop

    • support touch

    (test by gonzdevour, thanks)

    moveto

    • avoid update when dt==0
  • I will try, maybe it need some days.

  • This tutorial is made by gonzdevour.

    <img src="http://i1220.photobucket.com/albums/dd443/gonzdevour/HowtoUsePlugin600.jpg" border="0">

    or see this for larger image.

    forums.wasabistudio.ca/download/file.php

  • Thanks, I had fix it and updated.

  • Document, plugin and sample capx are included.

    time away L plugin, Get elapsed interval of turned off game from local storage.

    time away plugin, Get elapsed interval of turned off game from webstroage.

    date in a row plugin, Get continuous date count.

  • I am interested in it --

    1. These two groups also have event:

    "For each SoundLauncher: play FootmanDeath".

    2. These event are all executed after "create sprite", the different is the timming of "create sprite".

    3.a 1st group only pick created sprite.

    3.b 2nd group pick all existed sprite.

    It seems 2nd "create sprite" does not change the SOL, so that pick all sprites in "For each".

    That's why the 1st group will not crash -- it only play 1 sound each time.

    Maybe a tutorial to introduce the rule of setting SOL is necessary. It is implicit to me, too.

  • There is a bug about getting Touch.Y found by gonzdevour.

    So I update touchmouse plugin

  • The steps are list below:

    1. create a capx.

    +System: Start of layout
    [ul]
    	[li]Ajax request "readme.txt" (tag "read")[/li]
    [/ul]+ Ajax: on "read" complete
    [ul]
    	[li]Set text to AJAX.LastData

    2. use run layout.

    of course, the ajax will not be completed.

    3. search "preview.html" from my c:for example, I got the "preview.html" in path

    "C:/Users/Hau/AppData/Local/Temp/c2-12HER2/html5/preview.html"

    4. open this folder. There are many js files like AJAX_plugin.js, Text_plugin... etc.

    5. put "readme.txt" into this folder.

    6. open "preview.html"(in this folder) on browser.

    Now, the "readme.txt" file is in the same folder within "preview.html". And the Ajax is completed.

    Since this folder is created by C2 editor, and editor copy all necessary js files into it.

    Maybe editor can put "readme.txt" into this folder. So that "readme.txt" can be found in this case.

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  • Update of moveto behavior:

    • keep current speed on action:"Set target position" (in previous version, current speed will be set to 0 if acc!=0)
    • add action:"Set Current speed". If you still like to start moving at speed=0(or something else), use it.

    Special thanks to gonzdevour.

  • Behavior plugin -- MoveTo (download)

    Moving the sprite to the target position straightly from current position.

    To assign target position, use action:Set target position.

    You can assign acceleration or deceleration if need.

  • Sorry again, I update cursor again. <img src="smileys/smiley26.gif" border="0" align="middle" />

    Drag & drop has the same problem with cursor.

    Now I use position related layer like in cursor plugin.

  • Update:

    Set instance's position related to layer. Before is using absolute position which may be wrong when scrolling layer.

    Sorry, my mistake.

  • Here is test capx file.

    dl.dropbox.com/u/5779181/test_phy.capx

    The steps as below.

    1. create a physics sprite

    2. set angle of this physics sprite to another sprite

    3. apply a force at angle

    In preview, the physics sprite will not be push out, just rotation. It's may be wrong.

    If disable step 2, the physics sprite will push out correctly.