trueicecold's Forum Posts

  • Mr E Bear, I guess this WOULD achieve the same effect. Less organized, skimming through dozens of event sheets, but that'll do the job Thanks!

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  • I'm quite new with serious construct usage so maybe it can already be done (although I didn't see an option to), but I think object based logic could really take C2 a notch. Just like unity, allow each object have its own logic (event sheet), so that the main game event sheet isn't too long and (sometimes) quite unreadable...

    so instead of "If ball overlaps grass OR ball overlaps spring OR .....", write it the other way around by defining an event sheet logic to "grass" or "spring" when a ball overlaps them.

  • Ah, cool stuff, thanks!

  • lanceal, I was thinking about making some changes to add facebook support this weekend, but couldn't find the time to read how to create a plugin :/

    I've got a few spare hours tomorrow morning, so I'll read about it

  • Thanks lanceal, I add to my question a more general question: can I, in general, add the latest cocoonjs library to the exported project? I don't mind writing my own functions (not a plugin) to interact with cocoonjs (that's what I do at work every day ). Question is, is there something technical with construct 2 that can hold me back from doing so?

  • In Scirra's cocoonjs tutorial I read there's no facebook support yet, but cocoonjs does support it.

    can I remove the cocoonjs code in c2runtime.js and load my own cocoonjs.js file?

    Will that enable the latest cocoonjs features?

  • Hey All

    I want to enter an event, and conduct a series sub events, most of them should just quit the event (not process the rest of the sub events).

    Must I use "Else" for all of my sub events? or is there a way to just quit an event (same as "return;" in javascript) ?

    Thanks

  • I'll have a look this weekend, shouldn't be too hard, I've already uses invite+share with ludei's facebook plugin (basically a simple FB.ui command)

  • It works perfectly well, LittleStain, thank you very much. I was just trying to understand how come it works

  • hm... doesn't dt changes with performance? I mean, it is the difference between ticks, no?

  • Hey all

    in the event sheet, all the command on a sprite are instant move functions like set X set Y and Set position.

    I would like the sprite to move 32 pixels over 0.5 seconds. Any way of doing it using a simple way, or I have to count the moved pixels in a variable?

    Thanks

  • Thank you very much all, it really seems turning collisions off and back on is the best way to do this

  • wouldn't checking values between 2 objects be too late? the object would have already collided with the wall...

  • Hey all

    I'm trying to create a grid game (topdown) where walls (solids) can stop you from moving, unless there's a "spring" before it, which makes you "jump over" the solid.

    How can I remove the physical behavior of an object adjacent to a specific X and Y? I thought changing layers would work, but it doesn't...

    Thanks!

  • blackhornet » Wed

    Awesome, working perfectly Thanks!