Magistross's Recent Forum Activity

  • You can allow customization using my method. At the end of the day, it's only a matter of preference. Personnally, I prefer to go as generic as I can, much less of a hassle when refactoring is needed.

    Here's how I would do it using a dictionnary (LocalStorage could also be used for persistence) :

    [attachment=0:8g4zcn5h][/attachment:8g4zcn5h]

    edit: I used triggers in this screenshot, I should have used the "is button index down" version instead, my bad !

  • Wrap your button pressing / axis testing in a for loop, starting from 0 to Gamepad.GamepadCount - 1, and use loopindex as your gamepad index.

    On gamepad loopindex A button pressed -> Call "jumpFunction" (loopindex)

    On "jumpFunction"

    +Pick player with instanceVar = Function.Params(0) --> Player jump

  • Reading the manual is a sure quick way to gain enough reputation to unlock basic privileges.

  • DuckfaceNinja Well let me open them a bit more if I may. true/false are actually values of the "boolean" type. However, Construct2 support for that particular type is quite limited. For example, the getbit() expression return type is number, 0 or 1, when in theory, a bit can only be true or false. But that's alright, since an implicit conversion of a number to a boolean is quite simple : 0 is false, everything else is true. It's also common practice to consider "true" to have a numeric value of 1, hence the creation of global constants of FALSE = 0 and TRUE = 1.

  • I forgot to mention that I was using the tile id 9 as an empty space, my bad !

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  • I was about to ask Ashley the same question. I guess we'll have to wait and see !

  • Indeed it won't. System's condition "compare two values" won't do any implicit looping, and it'll simply pick the first Player object in the SOL to evaluate itself. For the getbit() function, you should use "Pick by evaluate", implicit looping through all Player in the SOL will then occur.

    DuckfaceNinja It's local multiplayer, so there's no syncing issue. And his TRUE expression is probably a global constant with 1 for its value. There is nothing more binary than using the getbit() function !

  • You should stick with a loop, but loop through gamepads, and leave your player logic outside of said loop.

  • One of the easiest way to do that would be to do all sprite/family actions with functions, and hook those functions to your gamepads events, and among the parameters, you'd send which player each function call should affect.

  • You will need two tilemaps. One for the background, and one for the overlayable objects, like trees. You can't have 2 tiles in the same spot, that's why you use two tilemaps (or more) for layering.

  • Anything can be done with Construct 2 !

  • Yup, and that's what I said earlier !

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Magistross

Member since 4 Jul, 2011

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