Thndr's Forum Posts

  • Node-webkit is chromium based.

    I do not know why your strings were not being recognized, usually having ""s around a data entry signifies it as a string and you don't need to announce it.

  • ASM.js is new technology, actually is not supported yet to actual browsers, so we will see what happens.So then it's not backwards compatible?

  • kiyoshi

    Ah, so someone already is making a JS>ASM.js? Sweet.

    Well if it turns out good it shouldn't take too much to test it out with C2 output and include it.

    Although I'm confused, people say it's backwards compatable, but the article says that V8 should support ASM.js and that browsers to need to support codebases. Are they just talking about NaCL and Dart that Chrome uses as examples and ASM.js would be more optimized on newer browsers that have more direct support for it, but still work fine on older ones?

    Not really from a coding background so I can't say I understand too many things on a deep coding level. But I do love how accessible JS and HTML5 is and want to see it bloom to as a competing technology.

  • Well if it's truely optimization for other codebases to be translated into ASM style JS, then it should be possible to have JS re-translated into that. However with Ashley's statement I don't see that being a benefit VS improving what they already have created so far with Construct 2 unless they got the time/hired another person to re-write a lot of their existing code. That and compared to their recent blogpost on how the C2 renderer is faster than the Native Construct Classic engine they had before shows how much they've optimized.

    Although with the real possibility of high level applications like the Unreal Engine 3 and 4 being ported to ASM.js it'll be easier for traditional programmers to make web apps, in which I think Construct 2 might be better off focusing on becoming the HTML5 replacement for Flash. It's coming along that way pretty well even if it's missing native keyframe animation control. It's easy to use, accessible(free), and can do many things.

    Maybe sometime down the line it can be looked at again.

  • I actually have it check which frame of the attack it's on before spawning a collision box in my game.

    You just check if the animation is playing, and the specific frame along with a couple other personal checks and it spawns the hitbox in that frame on that imagepoint.

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  • In the animation editor, I have to replace the origin each time I crop. What I suggest is if you crop with the origin within the selected area, that the origin stays in it's relative position to what's left of the image.

  • I am doing that now.

    It was the process I was making arrays had everything converted to string which made things wonky as it would Greater/Less than compare strings to numbers, but not Equal compare strings to numbers.

  • I suggest doing the number comparison, so hasfired=+1 when fired 1 bullet, and when the bullet is destroyed it sets hasfired=-1 so it's zero.

    This way you can setup multiple places where the bullet can be destroyed (on enemy hit) and speed up your firing like Megaman (megaman limited you to 3 bullets on screen, but if you were right next to an enemy or the screen edge you could spam bullets. A valuable mechanic for that game)

    If you want a specific delay on the firing rather than if the bullet is onscreen, you can do a timer system in which you can only fire every so often.

  • I would do two things

    1) move the GREEN finished below GREEN playing

    2) Add a wait 0.01 second to the GREEN finished if you keep having issues. Specifically right below the start BLUE animation

  • Thanks. I checked out your version and it works excellent except for the continued looping animation (which I tried to handle using Wait, didn't work out so well).

    Do you know how to make the animation stop once movement has stopped?You can loop animations on the properties bar on the left in the animation editor. Just set LOOPING

    For platformer, you can do On Platform Stop or invert Is Moving

    For 8dir, you can compare speed, or invert Is Moving

  • The issue I have is sometimes the walk-left animation is playing (likely due to a previous "walk left" command) when the character is moving right.

    That's the issue it resolves. I never said any solution about smooth animations, only to properly determine animations via input.

    Basically what it does is specifically limits the sprite from doing the walk-left animation because walk-left is only valid if MIRRORED or BOOLEAN "left" is set to true.

    Edit: realised you're using 8dir, my bad.

  • The platformer tutorial has a good solution I've been using

    On "A" key down

    Set mirrored

    Simulate Platform Left

    On "D" key down

    set not mirrored

    simulate platform right

    However, if you have separate Left and Right animations, you can replace the Mirrored function with a boolean if they are going left or not, and in your animations differentiate it there.

    Platform Moving

    Set animation running

    Platform moving

    if BOOLEAN

    Set animation left running

    if NOT BOOLEAN

    Set animation right running

    Could also add an "platform on ground" to the moving checks as well if you want to make sure.

  • Containers and Families don't mix reference associated instances.

    Lets say you have 2 objects and 2 families

    If hitbox overlaps Attack

    destroy movebox

    This works as intended with Containers and instancing.

    if hitbox.family overlaps attack

    destroy hitbox.family

    This works as intended, destroying only that one instance.

    if hitbox.family overlaps attack

    destroy movebox.family

    This destroys every movebox.family instance. It should hopefully recognize the associated instances of the family objects.

  • On space pressed >

    >if PlayerIsSwimming <- boolean for if they are swimming

    >> Player | Set Platform Y Vector to swimupvector (make sure it's negative)

    With this, if your player is swimming when you hit space, their Y vector will go up that much.

    Make sure your Y vector is negative if you want to go up. Positive Y vector = down.

  • When the base is created, a turret is created as well. Since they are in a container, referencing the turret right after making the base references the specific turret that base spawned with as containers spawn all parts when only one part is created.

    Another way is doing it On Created of either the Base or the Turret, and pin the turret to the base as it will reference that specific turret and that specific base. This way allows you to have multiple things create the base without having you to add "pin turret" to all the actions that spawn a tank.