Nabu's Recent Forum Activity

  • It works, thank youvery much.

    How about having two Tilemaps (one ground, one solid walls), on separate layers and pasting Shadow Light ?

  • Hello,

    I'm trying to set a split screen user the Paster addon, as described in this tutorial :

    https://www.scirra.com/tutorials/1032/g ... creen-play

    Everything works except when i add a Tilemap object to the layout. Attached is a modified capx from the example above to illustrate. I just scroll the viewport to the bottom left corner at layout start and added a Tilemap.

    The Tilemap object appears only inside the viewport. So for the player 2, starting from right bottom corner of the layout, outside the viewport, the Tilemap is not displayed. You cas only see the green part from the player 1 screen. I think this might be caused by the tilemap behaviot that only display tiles that are inside the viewport, despite of the Paster addon that access image data from outside the viewport.

    Has Anyone ever found this ?

    Nabu

  • Hello everyone, hello Locohost,

    I'm on this at the same time, trying to find a simple and clear way. So I tried different things, but I got half satisfaction cause it's a trick and not a native function of Construct 2. So in a large project, using tricks would be confusing.

    In my project I got a general family of entity and I'd like them to be able to chase (chaze ?) or follow each other. Barely the same with your fighters.

    If you find a cool way to do this, can you share it please ?

    It seems like dummy object is a solution, but it involves creating more and more objects. Ok this dummy doesn't need cpu intensive calculation like collision, and it is invisible in the game, so no extra draw. In my project and because of the family behavior and the difficulty to make "complex" interactions between two members of the same family, I got lots of these kind of solutions. I came to Construct 2 with knowledges in programming languages and game programming. With an engine of your own, you can have references to two entities in the game inside the same function to apply modifications on both simultaneously. Hard to do that in Construct 2 without breaking the event system optimisation (lots of picking, and reset picking list), or doing something unreadable.

    If you find a good solution, I'm in for sharing

    Good luck and sorry for my english might be incorrect, not precise, or really strange sometimes.

    Nabu

  • Hello,

    I've gone through a problem using the for each loop built in the array. I find the lack of a "stop loop" action to exit the loop in certain condition. Maybe it could be added in futur version ?

    This is the link to the topic, and a temporary solution suggested by linkman2004.

    https://www.scirra.com/forum/viewtopic.php?f=147&t=125376

    Thanks to everyone.

    Nabu

  • Thank you very much linkman2004 for your help. I solved this buy using a system For loop with a variable and look at value each iteration. But the solution you provided with a variable for completion is cleaner.

    I'm gonna make a request.

    Nabu

  • Hello,

    I tested something simple. I hava a 2D array. Going through its X axis, test variable here, and stop the loop in some cases.

    So :

    • For each X element in array
    • test variable value at x, y
    • if value == 0 => do something
    • else => stop loop

    [attachment=1:q1x0vq5p][/attachment:q1x0vq5p]

    The system => stop loop action does not stop the iteration of the for each loop.

    Am I missing something ? The stop action should prevent the iteration after it, no ?

    Here's the capx : [attachment=0:q1x0vq5p][/attachment:q1x0vq5p]

  • Hello,

    Maybe you should try the use the Pin behavior that is built-in Construct 2. You can choose to pin an object to another one with position, angle, or both. I think what you're trying to do is every tick set the sword on you character's image point, or move the two objects with same speed, which is not accurate.

    Nabu

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  • Hello,

    I'd like to create characters with something like bone animation, and have them get randomized selected parts. Have random legs in a set of legs family, also with the torso and the head. How to do this ?

    I use container and families for now but I find these tools a little bit restrictive. For example, I choose the torso to be the container for the legs parts, arms and the head. But for design question, it will be preferable to have a virtual container named of my entity type instead of picking the torso to control the AI of the whole object.

    Also, I don't know if it is possible to assemble a container at runtime, or ake a container relying on families for the parts, and pick random object type in this family while creating the character.

    Any suggestion or precision ?

    Thanks in advance,

    Nabu

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Nabu

Member since 14 Feb, 2015

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