R0J0hound's Recent Forum Activity

  • Change this condition

    + player1_MSK: is on ground

    to this

    + player1_MSK: [negated] is jumping

    + player1_MSK: [negated] is falling

    "is on ground" sets the vars to zero when jumping because is seems that the object is still considered on the ground at the beginning of the jump.

    Also I found a typo on the "player2" event sheet, on event 3.

    + System: Else

    -> PlayChar2: Set angle to 0

    -> System: Disable group "P1 F Right"

    -> System: Enable group "P1 F Left"

    I'm pretty sure those "P1"s need to be "P2", otherwise it causes the player1 to bounce in the air when jumping over player2.

  • I think the problem is the variables never get set to 1. All the events that set the variable require that doublejump=1 including the event that sets doublejump to 1.

  • This works:

    + System: Start of layout

    -> Registry: Open key "Control Panel\Desktop" under root HKEY_CURRENT_USER

    -> Text: Set text to Registry.ReadString("WallPaper")

    Strings in Construct use double quotes. Single quotes are only for variable names.

  • [quote:1bvqi2tb]Using Davo's example, How would I get to rotate?

    Just add this action to the 2nd event:

    -> Body: Set angle to global('angle')[/code:1bvqi2tb]
  • Try "System.layername(1)", it's lowercase.

  • Here's Davids chain example translated into just events, if that helps.

    http://dl.dropbox.com/u/5426011/examples2/ChainNoPython.cap

    made with 0.99.95

  • I found a fix for the slowdown. It will be fixed when the next build of construct is released.

    It will also fix the slowdowns described in these other topics:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=7346

    http://www.scirra.com/forum/viewtopic.php?f=3&t=7305

    /\-This also describes a workaround

    If your project has a significant slowdown when using per pixel collisions then this bug probably is the cause.

    -cheers

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  • Try clicking on "Angle: 0 (Right)" on the animator toolbar. That works for me.

    -cheers

  • I used PyShell. It allows you to explore python in construct much like the python command line app bundled with python.

    Open PyShell.cap, add a Sprite and give it the Platform behavior.

    Run the Layout and you will be presented with a prompt.

    If you type dir() you will see a list that contains the names of all the objects.

    dir(SpritePlatform) shows a list of all the python equivalences.

  • It's not listed in the script editor, but it's:

    SpritePlatform.WallRight()[/code:1quy64uv]
  • Just keep track of the previous angle in a private variable like 'oldangle'. Then the delta angle would be Sprite.Angle-Sprite('oldangle').

    + System: Always (every tick)
    -> Text: Set text to "Angular Velocity: " & (Sprite.Angle-Sprite ('oldangle'))/TimeDelta
    -> Sprite: Set 'oldangle' to Sprite.Angle
    [/code:1xanolre]
  • Here's a way to get the correct z ordering:

    + System: Always (every tick)
    -> Sprite4: Send to front
    -> Terrain: Set collision mode to Bounding box
    
    + Sprite4: Sprite4 overlaps Terrain
    + Sprite4: Value 'z' Less than Terrain.Value('z')
    + Sprite4: Y Less than Terrain.Y
    -> Sprite4: Place behind of Terrain 
     
    + System: Always (every tick)
    -> Terrain: Set collision mode to Per Pixel
    -> Sprite3: Place in front of Sprite4
    [/code:1cvfo1zk]
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R0J0hound

Member since 15 Jun, 2009

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