roracle's Recent Forum Activity

    just iframe it

    Tried it, didn't show anything it was supposed to

    Well it's implemented into the head and body tags off a website. I can get the code for the player separately and create a simple head and body page. But I cannot get it loaded in construct 2

  • Is this still being updated? I need to use something like this, but DropBox has changed since this post was made and I can not get the download. Please re-link to the files!

    A friend was wanting to get an app made to stream his radio station, and he said he was going to put the streamer on a website and he wants an app to just load that site. Is this possible with C2?

    EDIT/UPDATE

    The code I need to use is javascript in the head and body of a webpage but when i use HTML/iFrame, it doesn't load properly. Does anyone have experience with this?

  • Know anyone interested in creating this plugin? It could have have other options like MegaMan/SOTN scrolling (variables operate scroll speed), or even Zelda 1 or Zelda 3 type of scrolling.

    Edit: This could also be good for game or interactive slideshow transitions.

  • So I'm between work and can't afford a new monitor. So if anyone has a 20" or more they need to get rid of send it my way! I can see my laptop screen, but when it comes to development, I need to be able to actually read.

    I'm not sure if it's appropriate to ask this here but I'm at a point of desperation. Thanks to anyone who can help, and those who want to but can't!

  • With unbounded scrolling on, make a duplicate of the tile map and put it right above the layout and another right below. The jump from moving the player from the top to bottom should be mostly undetectable. The wrap behavior is likely not sufficient so you’ll have to do:

    Player.y<0

    —-set y to self.y+layoutheight

    Player.y>layoutheight

    —- set y to self.y-layoutheight

    So basically you’re just duplicating everything to make it look seamless. You can probably get away with one deplicate instead of two if you position the duplicate depending if the player is close to the bottom or top. Moving objects can be trickier but the duplicate is always at the same offset from the original, a y difference of layoutheight.

    I’ve also used the paster object instead so that you draw the bottom part of the layout to it and move it above the layout when the player is near the top. The bottom is handled in the same way. Tile maps won’t work as is with paster because only the tiles onscreen will be drawn as an optimization. The trick to make it work is to move the paster and tile map objects onscreen first before drawing.

    Either of those will make it look like it’s seamless. Next thing to deal with is making stuff work across this seam. They’d have to be handled on a case by case basis.

    Could you provide an example? I see what you're saying here but I'm not sure I completely comprehend. Something small is all I need, I just do better looking at what I'm doing than being explained to. lol

  • Is it possible to use the tilemap object and create a "cylindrical" world map in a layout? Think Final Fantasy 1 where if you sail your boat too far north, you end up on the other side of the map?

    The player object "wrap" doesn't help, as it "jumps" to the other side of the layout, where it should not jump at all, but just smoothly transition.

  • Okay I'm trying to load an old project and it keeps telling me the behavior isn't installed. The website ONLY links to the 7z file for the plugin itself, and I cannot find a link for the behavior alone. Please help me! I need to get to this old project to grab some code!

    EDIT: sorry, I just didn't notice the bnickname part but I found and got it working.

  • I somehow lost the original files of one of my games, but I do have an exported HTML5 version. I was wondering if it's possible to import the HTML5 game back into Construct 2. Thanks.

    I've recently had the same issue, the flash drive I backed up to had stopped working completely after a system restore. I have a few older versions of stuff on DropBox, and I recommend you use it often. I had a number of projects just gone now, and I have to start from scratch, but it's one of those risks of working with computers.

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  • I would use different states for the weapon. IE: have a variable called "bulletType" or something, and "if bulletType=0" then the bullet is blocked, "if bulletType=1" the bullet passes through, "if bulletType=2" the bullet can destroy the shield, etc. This variable can be global, but I would attach it to the player sprite (or an invisible detector sprite if you use one).

    You'll have to code the different ways the bullet affects the shield for each setting.

    Example:

    if bulletType=0

    +bullet collides with shield

    --->destroy bullet

    if bulletType=1

    +bullet collides with shield

    --->(this might just remain blank, since it would pass through and not affect the shield, may want to use a comment so you'll remember why, keep the code in case you need it to perform other duties, or if this is all it is for, delete this section and comment why)

    if bulletType=2

    +bullet collides with shield

    ---> destroy bullet, destroy shield

  • I found an old platform engine I was working on and was wondering if anyone wanted to help finish it. It has 80 animations for the character and there is room for more if needed. I have many of the basic platforming done but am lacking ledge hang, ledge climb, wall slide, wall jump, flying, and swimming. I'm trying my hardest to ensure all the basic platforming is bug-free right now. There are a few contradictions in the code, such as air attack animations not finishing on landing, but that shouldn't be too difficult to fix. The code is well documented, in case anyone was wondering.

    The problem is this: being a C2 project, simply uploading it for everyone to consume might result in not getting any help at all finishing it, as developers might take what I've done and run with it (which I honestly don't mind, but I would rather we finish it so everyone can have access to a robust and free engine).

    I would like to first start a discussion on how this can be done between us here online, collaborating, with (I hope) a small group of three or so focusing on perfecting it.

    IF IF IF we cannot come to a conclusion on this, I will finish it and sell it as an engine in the Scirra store (there is NOTHING this complete that I've seen on there). But if it's a group effort, I really don't care if it's freely available for EVERYONE to use.

    A few points to make:

    • I am using Chumbucket's sprite sheet found here: https://opengameart.org/sites/default/files/male_character_outline_final.png
    • Using this sprite sheet, mixing and matching, I have 80 animations available on the character sprite object as of now
    • The graphics have been resized using an HQ2x filter so the default engine can be a higher resolution than the sprite sheet would allow to look as nice. Sprites are 96x96
    • The engine employs the "MVC" structure (Model View Controller) for doing the code, this way various branches of the code can be disabled without affecting the basic engine
    • Most graphics can be re-used for other moves, and if necessary new animations can be added for more moves

    This all being said, before I put it to the public, I would like to know the best way to go about getting a team together for this to finish up.

    To test the engine out as it stands now, please visit this link: http://roracle.byethost8.com

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roracle

Member since 30 Apr, 2009

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