RhapsodyInGeek's Recent Forum Activity

  • Another bug. This is with the c3runtime beta of the Spriter Plugin. When you restart a layout with Spriter objects in it, the game freezes. Layouts without the spriter objects in them are unaffected and restart normally.

  • Think I found a bug? Or maybe not a bug, probably an oversight.

    If you drag a zipped spriter project onto a layout that has no event sheet, it will not process the import properly and will just create an "empty" scml object in the layout. No new sprite objects will be created for the spriter object. I think this might be because the importer doesn't know what to do without a layout event sheet selected.

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    Working on a Sonic / Mega Man mashup. All the platform physics were made using event sheets, because I don't know how to javascript. Plan on finishing it this time.

  • Ok , i made some modification little example is included ;

    Open rar file... enter on player drawer copy all files inside construct2

    exporters/html5/plugins/protracker/ *** here ***

    this will replace all files.

    open C2 and run the example.capx and tell me if it's ok for you ?

    Have fun;

    http://gigatron3k.free.fr/html5/C2/player.rar

    ** I will update this plugin later

    Oh my wow. Did not expect this. It works beautifully. Thank you so much for the update!

  • Gigatron

    Was the Set Song Position never implemented fully in this plugin? I see it trying to switch position to what I have set but it always goes immediately back to the previous position and continues to play as if nothing happened. And should I be using your FLODJS plugin or Protracker? Are you still updating either of them?

  • do you have the download of your <Input>Pressed boolean plugin,or it is pure coding in construct 2

    I use a plugin called Global Variables. You can find it in the addons subforum, I think under completed. As Zenox just said though, a boolean is just a variable. Specifically a variable that only has a true/false or on/off state, effectively 0 and 1. You can achieve the same effect with "If JumpPressed = 1". I like the Global Variables plugin a lot though because it helps me keep things organized with larger projects.

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  • PixelMonkey but the problem with the simulate control is when you hold the key with the simulate control, the character keep jumping instead of stopping

    I use a workaround myself involving custom controls. I have an <Input>Pressed boolean that turns false at the end of each tick after all other events have run in that tick (so it only registers true once) and an <Input>Held variable that adds 1*dt to itself depending upon how long the control is held. Then I use the "on floor" and "is jumping" conditionals of the Sonic Physics in the Player object for further control.

    Works really well, not a whole ton of set up.

    This behavior is really great, but if you want to use it you're going to have to find some creative workarounds, and possibly modify the behavior's runtime javascript to get it to work how you want.

  • Unfortunately not off the top of my head. But honestly, it's worth the price if you ask me.

  • Spriter

    https://brashmonkey.com/

    It's an amazing animation tool that has support for Character Maps, which is the feature you're probably looking for. I'm using it to change a character's outfit and also to add or remove a helmet from her, but it's extremely flexible for far more than just that. It's actually partially intended for exactly the purpose you describe.

    The Spriter object in Construct 2 allows you to stack multiple Charmaps on top of each other, to allow whatever combinations you need.

    It is a bit of an intermediate/advanced tool, so be prepared for a bit of practice and learning, but it has been a godsend for my projects.

  • Something along the lines of these events should get the effect you're after:

    The second condition makes it so that you'll only get the effect of the spring if you hit it from above, but you can remove it if you want to be able to walk into a spring from the side.

    The only difference is you change the conditions to be "Player not on ground" and "Pressed jump", and maybe the Vector Y value (-1000 is a pretty mighty jump strength). You're going to have to fine tune it yourself depending upon what you have set up in your game. The idea is that you set the Player's Y vector to be negative in order to send them upward, in your case the press of the jump button while in the air. I'd imagine you'd also want to add in a variable to keep track of how long the Player has been in the air, discontinuing flight after certain number of button presses or time. I'd recommend looking at the various double jump tutorials that are littered around the How Do I? sub forum and Tutorials section of the Scirra site to get a better grasp of how to do it.

  • See the post above yours. You need to set the character's Vector Y to a negative value, although I'd recommend something closer to the jump strength than -1000. The conditions would probably be either "Is Falling" or "Is not on ground" and "Pressed <Jump Key>" instead of the collision condition in PixelMonkey's example.

  • Yeah, the graphics drivers were up to date at the time I had this bug. However, I recently removed ASUS Ai Suite after upgrading my processor, board, and RAM, and then ran CCleaner through. On a whim decided to test it again, and seems like the problem was resolved. Didn't change my graphics card out or update it further either, so not sure what happened.

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RhapsodyInGeek

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