Valhallen's Recent Forum Activity

  • This plugin was exactly what I needed. Great job. Thank you!

  • Add the "Trigger Once While True" System condition to the event. It must be at the bottom of the list of conditions.

    It will trigger once, and only trigger again once the condition becomes false, then true again.

    Then to disable this, you could either keep it in a group and deactivate the group in the actions, or use a global boolean as previous suggested.

    I prefer to use groups for activating / deactivating bits of functionality.

  • You definitely want to use the Physics behavior. But it does take some experimentation to learn how to use it.

    Just understand that in order for two objects to collide using Physics, they both must have the Physics behavior. This means your ground will have a Physics behavior, with "immobile" set to true. Your player and your items will have a Physics behavior as well.

    It's not the easiest behavior to work with, but with lots of tweaking and experimentation, you can get some interesting results.

    Also look into the Chipmunk physics plugin if you need more joint types and extra functionality.

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  • Hello,

    I've come across an issue in my game, where when you press Shift + Right Click, it opens a context menu from the browser, and ends up locking whatever inputs were being held in the game until the menu is cleared and keys re-pressed. Obviously this is very problematic.

    Is there a way to stop this from happening via Construct?

    EDIT: After some testing, this appears to be a FireFox specific issue.

    Thanks

  • I once did something similar, though it wasn't for weapons but could be adapted easily enough. In my case I checked if the object was on screen when the family variable signaled action, so it would only respond if it was equipped, hence in view. Not foolproof but I imagine there's lots of other conditions I could've substituted for something more elegant.

    That could possibly work, but my character has two separate hands for dual wielding, so I'm not exactly sure how I would handle that.

    However I will try to implement this and I'll post my setup if it works or if I find anything more elegant.

    If anyone has further suggestions I'm all ears.

    Thanks

  • The point of having a generic fire function is that each weapon could have an event sheet where it has it's own fire function, which says which projectiles to fire for itself. The player just needs to call CurrentWeapon.Fire() and the weapon handles the rest. No checks necessary.

    Well, perhaps this is just going way over my head but it seems to me like you'd need to run a weapon check at one point or another in the event sheet to know what projectiles to shoot.

    I suppose you can make the shoot sequence something more generic like "On shoot -> set boolean to true" where the boolean is a family variable found in all weapons (in the same family), then code every each weapon to respond differently when their boolean is toggled, if that's what you're after.

    That might be able to work. How would you suggest I keep a reference to the current Weapon family member equipped in order to set the boolean?

    So if you want each weapon to have different actions upon firing, why would you need to call a generic fire function?

    You could ofcourse call a fire function and add the current weapon as a parameter and add the specific actions for that weapon in the function by comparing the parameter..

    I'm not really sure what the question is..

    For that solution, what would I be passing? A string with the name of the weapon? Some number that represents the weapon?

  • If I'm understanding the situation correctly you can simply try using a variable or something to check which weapon is currently equipped, so if shoot+variable=1 -> shoot weapon type 1; if shoot+variable=2 -> shoot weapon type 2, etc.

    The idea of a generic "Fire" function call is to avoid having to write a conditional for every single weapon type in the game, and keep track of which number or string equals which weapon type. The weapon should handle any logic associated with it, and the player just needs to know that a weapon has a "Fire" function.

    It's very bad practice in programming to do what you're suggesting, but I don't see any other option in C2...

    Ideally if I'm forced to manage strings like this, the "OnFunction" action should have a dropdown selection of all declared function names, rather than having to manually type in the string again. Or just more variable types, or even an Enum object...

  • I have my player, and he has a weapon. When the user clicks, I want to tell the weapon to fire. Each weapon needs to have its own implementation of "Fire" as some of them shoot rockets, others bullets, others lasers, etc.

    The "Function" object is not really a function object, it's an event broadcaster/listener object, so I can't just call function "Fire" or all weapons in the layout listening for "Fire" will fire.

    How can I get a reference to the player's current weapon, and tell that specific instance to run its "Fire" implementation?

  • 1. you can still use ctr+shift+left arrow/right arrow to shift the selection over entire words

    Hey thanks, I did notice that this still works -- I use it in tandem with ctrl+shift+end/home and I've been deleting by selecting first. It's part of the reason I find it annoying that I can't just delete in the same way.

    Thanks,

    Jeff

  • TiAm

    When I first started using Construct 2, I could immediately see the potential, and how it was hindered by the antiquated interface. I wasn't aware that Construct 3 was in development, but I'm glad that the main goal is fluidity and being extensible. I'm also glad that to see that it is backwards compatible and hopefully my license will transfer. Good looks! I can see that Construct is headed in a great direction.

    Is there any idea of a timeframe for the alpha/beta? I'm hoping 2015.

    Thanks,

    Jeff

  • I don't have access to C2 at the moment, but...

    4. I thought there was. At least you can scale the tiles up for sure. I'd assume it can go the other way.

    5. I could be remembering wrong but I thought if you right clicked the animation name then preview was one of the options.

    6. If you closed the image editor and you didn't want that change, you can use undo to revert it.

    Hey, thanks for the response.

    #4 - You can only zoom in with right click, not zoom out. I would wish this to be ctrl+scroll for consistency, and to go both directions.

    #5 - You are correct, I overlooked that. Thanks!

    #6 - This does work, although it seems strange to me that actions in the image editor are applied to the global history. Thanks!

    I will remove those points from my original post.

    Thanks,

    Jeff

  • Hey there, today is my first day owning a Construct 2 license. I work as a Unity Developer full time currently (my heart belongs to Unreal Engine 4 though), and I decided to try out Construct 2 for some personal projects aimed at the web.

    I've only been using Construct 2 for a day so far, and there are a few annoyances that I'd like to ask about. Please enlighten me if I've made any silly oversights.

    1. I noticed that I can't use Ctrl+Delete or Ctrl+Backspace to delete words in comments. I cannot stop myself from doing that, and a little bit of me dies every time it doesn't work, as it works when writing expressions.

    2. When adding a number to field, why does an error occur when I type a float .5, instead of 0.5? Why doesn't it just automatically tack on the 0 in front of it?

    3. If I make a spelling error in an expression while typing the beginning of an object or variable name, I have to delete the whole name, and then delete and retype the period in order to get the list to come back up. I wish it would just come back as soon as it detects a valid name, as soon as I fix the spelling error.

    4. I wish there was a zoom out scalar in the Tilemap window. My tiles are high resolution, and I can only see like three or four at a time because they are displayed at full resolution. I do not want to have to expand that window to a huge size, or take up space on my other monitors. Currently there is a right click menu for zooming in. I would wish this to be ctrl+scroll for consistency with the layout editor, and also support zooming out.

    I'm sure there are a few more I'm forgetting at the moment, but that's all for now.

    All that being said, I love the engine! It's extremely fast to build with, and I love the debugging tools. Not everything is as easy or intuitive as I would like, especially coming from a programming background, but overall I really enjoy using the event system. A few quality of life improvements and I'll be a happy camper.

    Thanks,

    Jeff

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Valhallen

Member since 10 Jun, 2015

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