Waltan's Forum Posts

  • bump

  • <img src="http://screenshot.su/img/5a/6a/fb/5a6afb1a03d32aac077c562a606386de.jpg" border="0" />

    Is there any way to make this button disabled?

  • Can I make something like this http://www.scirra.com/forum/append-recognizable-by-system-text_topic72752.html with this plugin?

  • hi vladoss

    i have tried like as you, i have add another image of yours, but for me it's coming like you. if any where i did mistake just help to find out that issue please

    Show me your .capx

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/34384736/construct/jumpthru.capx

    Steps to reproduce:

    1. Jump off "Sprite2"

    2. Press control button to collide with this sprite

    3.

    Observed result:

    <img src="http://s2.hostingkartinok.com/uploads/images/2013/08/24020d1a360019c47b1eb3acb38e92f8.gif" border="0" />

    Expected result:

    <img src="http://s5.hostingkartinok.com/uploads/images/2013/08/cc31ac4d96f2a7438d0b545f1fcbead9.gif" border="0" />

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    Windows 7 SP 1

    Construct 2 version:

    139 (stable)

  • Im making some kind of console for my game.

    I made a command "display".

    In command line Im typing "display PX player.x" it should works like this:

    • display (what action do I want)
    • PX (just text to display)
    • player.x (data, which I want to display)

    Im getting "PX player.x", but I wanted "PX 200 (or whatever)".

    So, my question is: Is there any way to make what I want?

  • Does the platform have a Solid behavior?? If that is the case you should remove the solid behavior and use only Jumptru.

    No it doesnt

  • It just a little problem which is pisses me out!

    When you falling from jumptru-object and then you abruptly press move button to collide with this object, it just pops up your player to the top of the object. Here is .gif:

    <img src="http://s2.hostingkartinok.com/uploads/images/2013/08/24020d1a360019c47b1eb3acb38e92f8.gif" border="0" />

    How to fix it?

  • If you will share your capx it will be more easier to help you :P

  • Can you please show us your .capx? If you dont want to show the whole game, you can make another, including the problem.

  • nar

    If you need to crop part of image without compressing it, you should use Tiled Background instead if Sprite.

    Here is an example: healthbar.capx

  • Try to slice your sprites to be smaller. Not only it uses less memory. It also allows greater modularity.

    For collision polygons, use a sprite specifically for "solids" in your case. Expand them to fill the area as neccessary. You can turn them invisible in your game.

    What if I'll make collisions like this and then fill empty places with tiled background?

    Also, which is better, two tiled backgrounds with length of 4 or 1 with length of 10?

  • I have this map. I want to put it in 1 layout. So I have question about it.

    What will work faster?

    • If I will split this map to parts, and then put it it game as sprites and then make collision polygons for each of them?

    or

    • If I will make all black color with tiled background and rounded edges with sprites?
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  • >

    > >

    > > Every 0,05 seconds:>Send ("alldata," & "," & id & "," & x & "," & y)

    > >

    > For the server part or a client? I'm a little misunderstood.

    >

    > If I will send some kind of data to the server, how can I split it

    Your client. You gonna delete the pick, the "is moving?" condition and put a clear "every 0,05"... as I said.

    The server side gonna be something like this:

    socket.on("message", function (data) {

    var new_data = data.split(',');

            if (new_data[0] == 'alldata') {

                id = new_data[1];

                x = new_data[2];

                y = new_data[3];

                

                socket.broadcast.emit("message",

                  ?'alldata,' + id + ',' + x + ',' + y);

            }

    Alright. Thank you.

    Also, how "socket.broadcast.emit" is different from "socket.send"?

    breackzin

  • Every 0,05 seconds:>Send ("alldata," & "," & id & "," & x & "," & y)

    For the server part or a client? I'm a little misunderstood.

    If I will send some kind of data to the server, how can I split it?

    By the way, what language do you speak? Are you deep into socket.io? I have problems myself about hosting it. Could you help me?

    My native language is Russian, but I can uderstand English well enough and write it clearly enough :)

    If you need help add me on Skype: ivladoss