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  • Should be able to say "Push out at opposite angle" I think =S

  • Assuming this happens even when trying to move the boxes using actions from the CustomMovement behavior...You will need to have a variable to stop pushing I think and set it to 1 when the boxes overlap.

    Also use the "Push out of object at angle" action for CustomMovement to push the box out of the one it collided with towards the player (away from the box the way it was pushed in).

  • If you're just using the final canvas to display and scale the image, you might be able to paste it into a sprite using the Texture Setter plugin by R0j0hound

  • As far as I know, you should be able to just copy the folder, and paste your license file from My Documents into it. I think C2 is portable unlike CC.

  • I gave you the example events in plain text. If you're using Physics, the best way is to let the Physics behavior do the gravity, and just apply a force to the object in the air when trying to jump.

    Can you post a cap of what you have/are trying to do?

  • If you're using Physics for the player 2 object then it should do gravity just fine. I'm not sure what you mean by this.

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  • adriel0000 No, it'd be in events under "Always" from the System object you put an action for the "Object to Set Y" position.

    aznmonkeyboy Kinda, you can use x360ce to emulate an Xbox 360 controller with other kinds, get that here.

    Just download the ini and dll for it and you can place that in the folder of any game requiring Xbox360 controllers to use your own =]

  • silvereon I've not seen a tutorial on it, but I have seen someone make one before.

    Here's a quick example I threw together: RunningGame

  • Sure thing =] Here's files I made for 360 movement a while ago:

    360 Control Type1

    360 Control Type2

    As for gravity you can do this:

    Always:

    -> Object.Y = Object.Y + (9.8 * 1000 * timedelta)

    9.8 to represent something like Earth's gravity, and 1000*timedelta is to keep it at a constant speed regardless of the computer it runs on.

  • Ah yes, that's quite easy. I thought you were suggesting that the controller affects the objects built-in behavior, but pixel movements are not a problem!

    Important thing to remember is that Player 2 is being controlled by Controller 1 if the first player uses a keyboard and mouse.

    Would you like me to post an example of moving with a 360 controller?

  • You can have private variables for the Switch and Door objects (one of each, then place lots of them in the layouts) to pair them.

    Then compare this in the events Eg:

    For each Door

    -Subevent> Switch value "DoorNum" = Door.value("SwitchNum")

    You can then use different animation frames for different door and switch images and change this in their properties, or use a variable again to set it in-game.

    Edit: Ah, just saw Tulamide's post. Nice solution!

    Double edit: Oops, I just realized containers and an "On" variable on the Switch will probably work here too! <img src="smileys/smiley9.gif" border="0" align="middle" /> That's probably the easiest method, just have Switch in the container of Door and then:

    For each Door (or Switch, shouldn't matter which is looped through)

    -Subevent> Switch value "On" = 1, open door

    -Subevent> Switch value "On" = -1, close door

    Then, when the player uses a switch, just change its value of "On" to "On * -1"

  • Can you show us a cap file of what you're trying to do?

    Edit: Ah, I think I see what you're trying. Unfortunately you will need to use events to control the behaviors with an Xbox 360 controller.

    Can you tell me which behavior you are trying to control? I will then try to make a cap file example for you.

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Jayjay

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