Magistross's Recent Forum Activity

  • I figured as much... I did the Save and Load to JSON part without ever testing it. Blame me !

    I had to override the setTileAt function for the purpose of my plugin, this override get botched on JSON loading. I'll try to find what's wrong and get back to you when I do.

  • Here, I had an idea and tried it out. Turned out to work pretty good !

    https://dl.dropboxusercontent.com/u/700 ... ering.capx

    I basically systematically put the player behind all overlapping objects, and then find the first object in the z-order list that should be behind the player. Once found, move the player in front of it and then stop iterating the list.

  • For your first question, it's an "inline if" or conditional expression, it goes like this "logical expression ? true expression : false expression". In this case, I multiply the width by -1 if mirrored, or by 1 if not.

    Yep, indeed, it only works with static object because I used a static number in the formula. Give it another go, I changed the formula a bit so it now uses a percentage of the original animation frame width.

  • After a few more tests, it seems that changing the width of an object glitch its mirrored flag, and changing the height glitch the flipped one. "Is mirrored" and "Is flipped" still register has "true" but they don't appear mirrored/flipped. Definitely not a wanted behavior... In the meantime, here's a capx with a workaround.

    https://dl.dropboxusercontent.com/u/700 ... round.capx

  • Just tried to see for myself. It's most definitely a bug, the "mirrored" flag has no effect while a Sine set to "Width" is active. I believe the same would hold true for a Sine set to Height and the "flipped" flag.

  • You can set local variables to "static" so their value persist.

  • You might want to take a look at this plugin I made.

    An invisible tilemap with small enough tiles could probably work for a point'and'click game.

  • funcooker

    There are basically two way to handle the dialogue initiating. You can either load the DialogueData array before each dialogue with JSON (preferably pre-loaded) and then call the "Dialogue_Start()" function with no parameter on any event of your choice. Or, you can use the DialogueDictionary, pre-loaded with JSON data, and use the "Dialogue_Start(key)" function, with key being the name of the dialogue to start, the DialogueData will then automatically be loaded with the data associated to that key from the dictionary.

    Here's a very basic screenshot of an example using the DialogueData array.

    You should usually pre-load the data though, and store it so you don't have to go through the AJAX routine to start a dialogue. Or simply use the DialogueDictionary method, only one AJAX call is needed in this case.

    There are also a few other considerations to have. The default layer for the system is "HUD", so you need a layer with name in your layouts, otherwise nothing will happen. If you have scrolling in your layouts, then the HUD layer should also have correct parallax settings so that dialogue still appear wherever the screen is scrolled to.

  • I think you misread his question a bit R0j0hound. The duration he stated are for forward momentum only. There is no talk of arcing duration nor speed, he should probably specify those as well to get a better answer.

    I'd say set a timer on each bullet and start arcing when the forward movement is done, by applying a "rotate toward angle" action every tick as R0J0 said. (with an angular speed yet to be determined)

  • FYI, the Browser object has direct access to Javascript via the "Execute Javascript" action and the "ExecJS" expression. You could make use of the "ExecJS" instead of taking the extra step of using the CSV plugin.

  • It's important to have the "simulate jump" on a repeatable event, something like "Key is down", and not a trigger like "Key is pressed".

    edit: well, looks like I was ninja'ed by the OP!

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  • A cheap and quick way to tackle the problem would be using a Regex to replace variable with their actual value and then pass the expression to javascript's eval function.

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Magistross

Member since 4 Jul, 2011

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