Magistross's Recent Forum Activity

  • It's a stretch but try saving your text file in UTF-8 encoding... we never know ! Also, make sure to remove any trailing of leading characters from the file.

  • It's usually a good idea to separate the player input events from the actual game logic. You could have a certain keystroke event that call an "InputLeft" user-defined function and have another gamepad button press event that calls the same.

    If that's not an option, I guess you could look into triggering keyboard javascript event with the Browser.ExecJS function.

    http://stackoverflow.com/questions/5964 ... key-events

  • Are you using project files or inputing the string as a litteral ? If it's a litteral string, you need to escape double quotes with another double quotes. Otherwise it might be some kind of encoding problem...

  • Using R0J0hound's Canvas plugin and a bit of raycasting you can draw something probably very close to the actual "Line of sight" provided by the LOS behavior.

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

  • I thought it would work, but it seems it doesn't, or at least, not as I thought it would. Multiple function calls seem to share the same variables so you can't tap the s1 square twice and get two s2 squares at different positions, they both end at the 2nd set of coordinates. Maybe you could just simply set the delay outside of the function, since it doesn't appear to be designed for this.

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  • I don't really understand why the "wait 3 seconds" but you can push your actions under a sub-event, add 2 local variables, and set those variables to Function.Param(0) and Function.Param(1). Then do your "Wait 3 seconds" and create the object using your local variables for coordinates, they will still exist in the current scope.

  • Here's a tool to easily style the slider bar. It's supposedly cross-browser but IE11 doesn't seem to work...

    http://danielstern.ca/range.css/#/

  • Yep, you add a dummy text object like shown. It was aptly named "css_loader", since all it will do is load a css file using the "Set web font" hack. Loading the CSS file with the dummy text object will make the style definition contained in the file accessible to all the HTML controls in the page, including your progress bar.

  • You won't be able to do it with the "Set CSS style" action since you will need to have some pseudo selectors and what not in your CSS. There's a trick to load a CSS file as a user posted recently, you will need to do something similar.

    Give your progress bar an ID then build your CSS around it.

  • Add a Car movement or 8 direction behavior to your bullets, remove any acceleration and inputs. Upon the creation of your bullets, set its new behavior VectorX and VectorY to your ship's Car.VectorX and VectorY. It should give your bullets the ship's velocity.

    edit: After a bit of testing, it seems the Custom Movement behavior would be a better idea, since this behavior ignores solids (the ship being one).

    Here's the modified capx : https://dl.dropboxusercontent.com/u/700 ... usher.capx

  • Just tried it, however, you probably cut too much content, I can only find the 4 movements events, no "laser firing" at all...

  • I know it's pretty much physically impossible but you will need to add momentum to your laser. Einstein probably turned in his own grave as I said that. xD

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Magistross

Member since 4 Jul, 2011

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