roracle's Forum Posts

  • Okay so without minifying the script, nothing seems to work properly. I tried HTML5 and NW.js exporters and neither run the game. It's as though it's loading, but nothing is happening. No music, sounds, or graphics.

  • Arg, I didn't realize it might be a known bug. And yes it's 213.

  • I have Windows 10, and I was ready to compile an alpha release of something I'm working on to show a few friends. When I go to do so as an HTML5 project, I have "Minify script" selected, but then get an error.

    I've encountered this before on Windows 7 (never had Win8) but was solved by removing Java and reinstalling. I've done this as a step here. Since that did not work, I browsed the forums. One suggestion (from a while back) said to delete C/Windows/jre and that did not work either.

    So my question is this: how on Earth do I make this work? Should I be installing JDK or is JRE enough to perform this?

    EDIT: Yes, it's 64 bit Windows, 64 bit Java, and 64 bit Construct 2.

  • I would like to have an image that starts to "spiral" toward a center point (defined by me). This should create an "event horizon" effect (space images are good examples, as the game I have in mind will be in space). Can this be done in real time?

  • Well I'm obviously off by 1 pixel and I might just change it to where it doesn't go up that far. It's an elevator so it shouldn't matter too much. I have it determine how high and low to go based on a variable. I'll just set that variable to one pixel lower/higher (y axis is so confusing some times lol)

    Also I should make note: Though it's 1 pixel higher than the platform, if my character is walking he will step up onto it. But if he's starting right next to it, he will not.

  • Default Platform Movement behavior

    Player can normally walk onto things, but if he's standing (not moving) next to an object that is 1px higher than the ground he doesn't walk up to it. Is there a method to determine the height of an object's "step" (in this case, the player object using Platform behavior)?

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  • It's the same result, same error.

    EDIT: Somehow, using a regular TMX file (as by default, not one using settings in that blog) I was able to import it fine. Using those settings seemed to make it where I couldn't import at all.

    EDIT 2: I figured it out, for some reason it had two tilesets going on in that one map, so it was making it error on me. No other map had done that, and I'm not sure how it happened at all (it was the last one I did, actually, so I had the workflow down pretty well). But it's working now.

  • I just built a level in Tiled, the Map Editor, and wanted to import.

    I followed the post here: https://www.scirra.com/blog/ashley/3/te ... ap-tidbits

    Using that guide for making my TMX files, knowing what was able to work, etc, I based my TMX editing on that article. Saving my TMX files I cannot just drag/drop them. Is there a step I'm missing? I have them made in the proper format according to that blog, but keep getting errors when I drag/drop them into the frame. So am I doing it wrong by drag/drop? Is there another way no one is talking about to import TMX files? Is there something in Tiled I'm not doing? Someone please help, I spent all day working on this map only to have it not import to C2. Thanks in advanced!

    EDIT: the error I'm getting is as follows: "Error parsing XML file. Check the file is a valid Tiled TMX file."

  • IDK, Trigger Once doesn't have a green arrow for me, and never has, so my explanation should hold up. I use it all the time.

  • Kaamos, please run through tutorials. This is a most basic question.

    There should be two states for the power button: active and inactive. The power button sprite should have a boolean variable.

    In the event sheet, create a variable (or make a sprite variable) called something like "power" and every time you get a white blood cell, add 1 to power. After it reaches 10, allow it to be activated, similar to this:

    If power < 10, spritePowerOn is inactive

    If power >= 10, spritePowerOn is active

    I'm not going to explain further, you should know what to do with this information. Again this is a very simple to accomplish task. Little hint: you probably have less sprites/variables than you need, so write the ONE process down on paper and organize it from "do this first, then this, then this" etc. If you ever say "randomly put here" or "slow down to whatever" that should be a HUGE sign you need a variable somewhere to handle those randoms, or those speed references, etc.

  • Your code runs all at once in order from top to bottom. If you're on A and you hit space release to go to B, you will go to B, but since the code is still running, you already let go of space once, but the code still sees it, so it says "Oh now you're on B so let's put you on A".

    I'm not very technical with my words but at least I try to put it in laymans terms lol

  • Here's how I would do it:

    On space release

    Run once while true

    -is overlapping portalA

    +set position to portalB

    -is overlapping portalB

    +set position to portalA

  • Okay, imagine this, it's simple really:

    You are on a playfield that is a tilemap. When the player is NEXT to a particular tile, I want a variable (let's call it "speed") to be set to 2, and when it's NOT NEXT to that tile, it should be set to 4.

    The problem is when I go to add the event, I'm using "Tilemap -> Compare Tile At -> player.X-32,player.Y = 11" then "set varSpeedLeft to 2" (I figured I would need various speed vars for each direction)

    This will say "If the tile to the left of the player is 11 (swamp) then set speed to 2"

    Of course the action is to set the speed to 2 if the tile is tile number 11. However it doesn't seem to be picking up on this at all. Is there a step I'm missing?

    Keep in mind: my movement is all custom, not 8dir or anything else.

  • I'm making a game that requires two different states of caves: one with a candle, and one without. With a candle it's bright inside, without it remains dark.

    What I'm trying to accomplish:

    "on start of frame", "if hasCandle=true", ...what here?

    Is there a way to say "replace all using tile 1 with tile 7, all using tile 2 with tile 8" and etc?

  • Okay I just restored my computer, and I put things on dropbox that I wanted for sure to back up (as everything else can be-redownloaded/installed). I didn't back up the animation examples that Spriter offers it's paid users, and cannot find them on the website. Does anyone know where to find them?