Vallar's Forum Posts

  • Bump! Anyone knows if this is at all possible in Construct 2 or perhaps an easy work around for it?

    Thanks a lot!

  • Hello,

    I have been looking for sometime now for a tutorial that shows the ball movement using Physics. I found a general Breakout tutorial but it doesn't use Physics. I tried myself to do it a few times but I can't figure out how to keep the ball moving using Physics and control the ball using the paddle.

    Does anyone know anything about that, please?

    Thank you very much in advance.

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  • Hello,

    Is there a way I could detect if a player has pressed the volume up or down button on a mobile phone? I am starting a project where I'd like the player to control the character using these two buttons. Would be great if it won't affect the mobile sounds/music volume level.

    Any help would be appreciated, thank you very much in advance.

  • Ahh, I knew it was simpler than the disable controls. Thank you very much!

  • Hello,

    I have a character that has the platform behavior and I also provide the player with alternate controls using WASD (default controls still enabled to have both controls and reduce number of actions).

    My problem is as follows, I'd like to stop the player from changing their direction of jump after jumping. I think a perfect case of this is in Castlevania. I tried the actions:

    On Jump -- Disable Controls

    On Floor -- Enable Controls.

    However that ends up with the player jumping in place and not anything else. I tried it with a boolean such as below:

    On Jump -- Set Bool to true

    Bool true -- Disable Controls.

    ON jump (inverted) -- Set Bool to False.

    But that doesn't work. It works for like a second and then it stops all controls. Is there any quick way to fix this, please?

    Thank you very much in advance.

  • Well that is some magic there. I tried the keycode events and it worked like charm. Thank you so very much for your continued help! Seriously.

    But I have to say I am really confused. Why would the game work with "On Keyboard Code Pressed" with diagonals just perfect but it won't with "On Key Pressed". In my mind they are essentially the same thing except I am referring to a code rather than a specific name... weird!

  • Well if you change something, some things change..

    I had very specific reasons for using the adding and subtracting..

    Not using it the way I set it up makes the setup unusable..

    You'd just need events that don't contradict..

    if you have an event

    up is down

    and an event

    right is down

    and an event

    up is down 'and right' is down

    all three events are true when both up and right are down..

    So you'd need extra conditions to prevent them all from being true at the same time..

    The example I made was made to simplify that process..

    Indeed, but if I use the the addition and subtraction with the "Or" condition check, I'll run into the problem you mentioned before. Otherwise I have to do them each on separate conditions like below:

    Key Pressed W and NOT Key Pressed Up, add.

    Key Pressed Up and NOT Key Pressed W, add.

    This would take many events. So I thought the "Set" would work better in this case. I am guessing I'll just end up using the mouse and keyboard for it. Unless there is something I am missing that can be done to allow diagonal motion.

  • That is what I have right now. All the blocks have "On Key Pressed W" or "On Key Pressed Up" simulate control Up (I have 8 way control on the player). But diagonal doesn't work. I made sure that 8-directional is enabled in the behavior too.

    As for the addition and subtraction I slightly edited that. Instead of using "Add" and "Subtract". I just use "Set" so I don't have to worry about the player pressing both button options at the same time.

    Here is how it looks now:

    This setup doesn't allow diagonal movement. If I tried to add a new block with a new number, it still doesn't work. I am guessing to allow diagonal movement I need either to use the default controls + unchanged 8-way behavior or mouse + WASD controls, right?

  • Well this is really embarrassing now. I didn't notice I gave different names... I need to start making conventions for myself.

    That said, I realize what your example does and now I am using it. Thank you very much. My only problem however is that there is no diagonal movement now. I can only have the character moving in the main 4 directions. I tried adding a condition "On key Pressed W" and "On Key Down D" (as it seems construct doesn't like 2x "On key pressed" conditions) to simulate up + left movement with the variable adding 7, it didn't work.

    Any idea how to make it work with your method?

  • https ://www.dropbox.com/s/45fo473r59sqpcs/Game.capx?dl=0

    Hate Google Drive in these things. Here is the link again, sorry. I have checked your .capx and I think I have a similar setup only the difference is a private variable instead of a global one and handles only animation.

  • Hello,

    I am trying to create a top down movement similar to RPG Maker type movement except with diagonal movement as well. Currently I have the movement part done and all animations working just fine except those with diagonal motion.

    I have a setup where I use custom controls to allow the player to either use WASD or arrow keys. I separated the events for movement away from the animation ones. But despite that the animations don't play when diagonal movement occurs (for example if I press W and D for example).

    I tried something else by making a variable on the player itself called "animation" and change it whenever a movement key is pressed. However it does't work on all animations. It works on diagonals and left and right but it doesn't work on Up, Down and Idle animations for some reason.

    Here is the .capx file:

    https: //drive.google.com/open?id=0B55-vryvL77VTnJSZ3FXcGJpRDA

    Sorry to break the link but the forums edits it out

    Am I missing something here? Anyone knows how to resolve this issue?

    Thank you for your help in advance.

  • Sorry to ask this, but I couldn't find anything after searching a while. Is there any tutorial or guide that would help us non-coders to understand how to use this plugin?

  • Photon scales to 1000's of concurrent connections... at a price, which is pretty reasonable considering the hardware server you may need to get same.

    They manage everything.

    Well that is definitely a great solution. If even the free version is limited. I won't need at the start more than the free one for testing.

    I did find their original post (Exit Games) here on the forums. But it doesn't have a tutorial so I am going to search around for one. Thanks a lot for the confirmation DUTOIT

    gumshoe2029:

    I doubt I'd write up a plugin. I am not a coder. But if I ever did, I'd be thrilled to share it around

  • DUTOIT well, in that case I think that might be good news. So would Photon work in the setup I am looking for? Is there a guide somewhere I can follow on how to use this?

    Also I found this:

    Would this Socket.IO plugin thing work in the setup I am after if Photon won't? Which is easier?

  • Ah, shame! But thanks a lot I have been digging around untill someone replies and I read somewhere that Photon Networking solutions might work with C2. Is that just a guess? Or has someone done that? If so, does this require intensive coding knowledge? Or can a non-coder do something similar?

    I have been looking forward to use C2 in the project; it is the easiest tool that I found to do the job by far!