roracle's Forum Posts

  • These instructions are for Ubuntu-based distributions:

    1. Install WINE. I'm partial to the 64-bit version, as it seems to not fail me in most of the software I use it for.

    2. Install winetricks.

    3. Install dotnet 4.5. This will attempt to install DirectX, but it will not work, just ignore it as it isn't necessary.

    4. Download Construct2 and nodejs from the Scirra website. Install them both with wine64. (Version numbering here is for current as I downloaded today.)

    5. Start Construct 2. I found if you start it before applying your license txt file, it runs much more smoothly. Click away all the extra messages that come up.

    6. After first run, close Construct 2 and put your c2license.txt file in /home/yourusername/Documents

    7. Start Construct 2 again, and you'll be using C2 with your license applied.

    I know Scirra doesn't support this method of using Construct 2, but it's something I've worked with getting going in the past.

    Everything seems to work fine except previews, which is the thing I'll be focused on figuring out next. It seems to want to start an http server to preview it, so that might be a little more difficult to find a workaround. I've tried nodejs preview, but that also seems to have some issues I need to figure out.

    Exporting seems to work fine, though. However, screen transitions do not operate as expected. I do not know why this is.

    Any help with these issues I've come across is more than welcome.

    Thank you for your time!

  • Okay, I've gotten it where they have their own variables etc. However, it's the same issue. Is there something I need to do, such as "pick by object" or something? It would need to be something recursive so I can do it over and over again regardless of the number of enemies on screen.

    EDIT: I moved extra events to the main movement event. Though nothing is specified in this, each object of the same type takes on their own movement and mirrored states accordingly. This is what I was looking to get done, not sure why it has to be this way, but there it is.

  • I can somehow get them to move on their own, but their mirror state is dependant on the other.

    I've tried "for each" and the likes. Should I handle it all through variables on the enemy itself?

  • You know, before I came here, I had a hunch, and tested it out: I changed the global variable from a number to a string and it works now. *shrug*

  • I think if you look at this you'll see exactly how I have it set up. Using the debug layout, I can confirm it is setting the variable "eventUID" to the UID of the event object the player is overlapping, so it's obviously something with the "on spacebar pressed" event that isn't working right. Any suggestions, fixes, or something else I'm missing?

    EDIT: and the image upload didn't work... Apparently none of the layout buttons in the editor work... :\ Also, yes, the layout is literally labeled the UID number I'm experimenting with (125 in this case). Oh well, here's a direct link to the image:

    i64.tinypic.com/wmfn82.png

  • Hello!

    I'm a long-time RPG Maker dev doing the big jump to Construct 2. The change hasn't been as dramatic as I expected (similar eventing system + hello Javascript, nice to see you again), but some new stuff still confuse me. Hold my hand.

    How funny, I just posted an introduction on the RPGMakerMV.co webpage! I'm currently developing in C2, but I kind of like how MV is looking (and I could use some of the resources for reference lol). Glad to have you here, I'm good with a few things but I get so brain dead at times I can't even remember basic things half the time. Everyone is actually rather helpful, so don't be afraid to ask!

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  • This is an old file, but I've been using it since it's some basic stuff that I'm realizing has the same problems I have in the current file. I've updated, trust me. :P

    And thank you.

  • So I'm doing custom 8Direction movement, and the issue is this:

    When holding Left and Right on the keyboard, it goes the direction last called as per usual, and animations work fine.

    When holding Up and Down, the player moves in the direction last called as per usual (in this case down), but ANIMATIONS DON'T WORK PROPERLY! The code is the EXACT SAME (with its own modifications for the direction) and NOTHING I can do seems to get it working properly. I've tried adding "speed" conditions because the debugger shows the speeds, so I went with that, and nothing.

    Look in the worldmapChar sheet in the CAPX below.

    https://drive.google.com/file/d/1TzMNcgQ4H0wON4eXHmDa0CbtZdMuRdNH/view?usp=sharing

    BTW: I use 7z format, so if you aren't using the completely free and open source 7zip format, and you just insist on getting ads with every launch of WinZip or WinRar that's on you, I don't know if they support the 7z format.

  • For Keyboard controls, I always use the arrow keys. It's traditional and makes more sense. No one's going to hold the keyboard like a controller. ;)

    I usually do the arrows for direction, S for the jump, A for Attack, D for defend, or some other combo of that.

  • OMG I finally found this thread! JAYZEUS!

    Anyways, I've been trying very hard at getting this done properly.

    Image of my code:

    http://i63.tinypic.com/208wksi.jpg

    It's evident I need one that will put it where it needs to go diagonally from the player's position, but I cannot seem to get it done correctly.

    Please see my file here to help me figure this out:

    https://drive.google.com/file/d/1TzMNcgQ4H0wON4eXHmDa0CbtZdMuRdNH/view?usp=sharing

    EDIT: I fixed it! :) Below is a screenshot of what I have to do with the third copy:

    http://i64.tinypic.com/1z4vfxf.jpg

  • This needs updating again, R0J0hound. Was gonna look into it but now it's unavailable.

  • I think I'm just going to do the copy/paste method for now. Seems to work fine anyway.

  • Thanks, R0J0hound

    Is there a way you could give me an example in the file I provided up top? That is, the "Sprite.x=22 | sprite.x=33 | sprite.x=66" part.

    Also, I'm not exactly sure how to pull off a function like this.

  • Then why would they have the operators like that in the manual if we weren't able to use them in conditions?

    https://www.scirra.com/manual/78/expressions

  • The top method is perfect for what I'm doing. After testing it, it's working perfectly well. I was doing it ALMOST correctly but didn't realize I had to do the "tilesmap.PositionToTile.X(player.X)" part. I thought it was a bit more simple than that lol.

    However, one last question about this, if I need to check multiple tiles, (for example, all "mountain" tiles of different colors), and they start at 60, I know the OR expression is a pipe (|).

    So I have this

    tilesMap.TileAt(tilesMap.PositionToTileX(player.X), tilesMap.PositionToTileY(player.Y)) = 60|61|62|63|64

    HOWEVER it now only does it with tile 1 (my water tile) which isn't even in the equation. Is there another way of doing this without it having to be copied and pasted multiple times?

    HINT: I have put spaces between the numbers and pipes, putting the numbers in quotes, and using parentheses as well. Example: 60 | 61 | 62 etc.; "60"|"61"|"62" etc., (60)|(61)|(62) etc. Is there something wrong with this particular plugin or am I just doing something wrong?

    EDIT: The reason I need "OR" to be involved instead of just doing a "greater or equal" with a "less or equal" duplicate is because not all of my solid objects are in a row, so it would take even more code. I'm all about efficiency (which is why I need that way you first described to handle everything).