Chris PlaysOldGames's Recent Forum Activity

  • Here is a capx of what you described.

    https://drive.google.com/open?id=0Bx-ufu2WID53X2ZxQThQeGIxME0 Click the download icon in upper right corner.

    It was pretty easy with the CS2 mouse object commands, didn't have to use any trickery.

  • You could fool around with timescale and delta time... but why not simply make the every x seconds for day change be just more seconds so the day is longer... hard to say more not knowing exactly what your game entails.

  • New challenge: You plugin developers develop a plugin that adds airconsole functionality into CS2 w/o the scripting hassle and add it to the scirra store for a reasonable value point and us non-coders will pay you back.

    I don't care about the contest but it looks like a really fun system to develop games to use with family and friends.

  • The way I have gotten around this is to use groups. Put each spacebar action in its own group and then enable/disable the group when the button is intended to be used for that group.

    Example:

    Spacebar pressed - do some actions - disable group layout1 - go to layout 2 - enable group layout2

  • I wouldn't update the text box every tick, it's not necessary. Just update the text box whenever you change its value. So put the display text action in the even that randomized the Strength value (make sure it's AFTER any events/actions that modify number. It means a few more actions but IMHO it's less prone to error.

  • Yeah until someone adds CS2 controller ability to the airconsole plugin those of us that aren't particularly strong at scripting will have to wait to play around with it.

  • [quote:36nhs6p1]I even remember I asked Ashley in the past if he could point us where exactly should we change paths in order to be able to put related files under separate directories.... but got no reply so this would need to be investigated.

    I hope this was just an oversight on his part, I believe AirConsole and Construct2 is a good pairing.

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  • Start here, no in-Construct2 method yet. You will need to script it.

    https://www.scirra.com/forum/airconsole-game-dev-contest-2017_p1066479?#p1066479

  • I misunderstood your question obviously.. I reread your problem multiple times and I still am not sure exactly what you're after. I created a .capx using your exact wording the best I could understand and it didn't work as I think you are wanting. The force was applied to jump but if right arrow was pressed the sprite never fell back down it just went right till you released arrow key. Why not use apply force at angle instead?

  • Put a image point at his feet (or slightly below) and condition out imagePoint1 isoverlapping whateverground/platform in walk event. You can also use isnotoverlapping (right click and select invert on event) in jump event.

    Using GroundSprite overlapping PlayerSprite.ImagePointX(1), PlayerSprite.ImagePointY(1)

    where (1) is imagepoint #

  • https://dl.dropboxusercontent.com/u/26406130/Prototype.capx

    Look at this .capx in the left and right swipe events. It's not a cut-paste solution to your problem but it shows you how to detect a right/left swipe and act on it.

    In your example it sounds like your more interested in grabbing the direction than acting on it at this point... this is as simple as comparing the variables isLeft and isRight in the capx example (they are instance variables in the penqwin sprite but you could make globals). If isLeft = 1 and isRight = 0 player swiped L, etc.

  • Click the "tutorials" tab above and search "touch". I was going to post some links to the threads but there are just so many good ones for you to read through and answer your question.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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