PabloDev's Recent Forum Activity

  • I agree.

    I would like this to be resolved and remove that "bounce against the wall" behavior.

  • Gigatron

    Hi, how do you download this effect ?.

  • I have tried this.

    I have put "Acceleration" to 10000 and then the problem is solved.

    I think what happens here is that the sprite bounces a little against the wall and that's why it changes animation, the bounce causes those changes of animation.

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  • Please.

    When the user installs my game, how do I find out the path of the folder where the user has installed the game ?.

    Ok, the installation path of the game is obtained with the variable "appfolder" of the plugin NW.js

  • Hi.

    How would you do this?

    You must destroy objects with "Default" (green objects) animation that clash with the object with animation "Animation2" (red object).

    This means that the red object can not die.

    Only the green object can die.

    The green object can only die when colliding with the red object.

    You can not use two different objects.

    I can not do it.

    https://www.dropbox.com/s/y45znh5ju280nrg/testCollision.capx?dl=0

  • Hello, please I have some JSON files in the "Files" folder of my game.

    I need to load them into a tilemap object.

    What are my options?.

    Is AJAX the only option?

    I do not like AJAX because you must first "Request" and then check when it ends.

    So these are two actions.

    However, using NWJS you just have to do NWJS.ReadFile and you already have the file loaded in a single action.

    The problem is that I do not know how to refer to the "Files" directory to use NWJS.ReadFile and to be able to read a file from the "Files" directory using NWJS.

    My game will be distributed using NWJS for PC.

    ----------------------------

    Another question is:

    How do I move files from the "Files" folder to user's folder on his pc?

    This can be done with NWJS using the "Move file" action but... how do I reference the "Files" directory ?.

    What I want is that when the player installs my game, those files are moved to a directory on the user's PC.

  • 1.

    2.

    Thanks for this.

  • The Scroll actual happens in Post-tick.

    After all it is 'drawing on the screen', so it happens when all the drawing is going on.

    It updates its expressions during the tick, and maybe that is confusing.

    I have no idea what the consequences are when it updates its expression after that the scroll happen (so in the next tick), for that i am not smart enough.

    Plz do not ask me why, i dont know.

    So, the destroy has to happen in the second tick.

    But, you dont want the events to run on all sprites in that first tick.

    Then may i propose this solution ?

    https://www.dropbox.com/s/v64z29d0wjm2q ... .capx?dl=0

    Not ideal, but it works.

    Thanks that is a valid mode if you do not need to do it at the first tick.

    I discovered another way to do it at the first tick.

    https://www.dropbox.com/s/p05p2ltkhssb89e/scrollTest2.capx?dl=0

  • Hello, in this capx the scroll first moves and then the objects that are not on the screen are deleted.

    The problem is that you are deleting the wrong objects.

    If you use wait the problem will solved but I can not use wait in my game.

    Any way to solve this?

    Objects should not be destroyed because the scroll was located there and the objects are inside the screen.

    https://www.dropbox.com/s/5drp21dzlvkd8d0/scrollTest.capx?dl=0

  • About the Why, you have to ask the Creator.

    I have no idea. Besides that dynamic collision polygons the size of a dynamic tilemap is a No Go.

    Pin works, as long as you do not try to rotate the tilemap. So you could pin it to a Sprite (as a face).

    But i guess, that is not helping you, you intend to animate the collision polygon.

    If that is the case, you gonna lock up the object inside solids, using a sprite or a tilemap, dont matter.

    True, using pin can solve the problem because I will not rotate it or change the collision polygon but I think the example should work.

    Thanks for the info.

  • Hello, in this capx I have two tilemap objects:

    • A tilemap object that serves as a ground with solid behavior
    • A tilemap object with platform behavior

    The object with the platform behavior does not detect the soil, why ?.

    https://www.dropbox.com/s/l66ydwap2j5i4di/testPlatform.capx?dl=0

  • Hi, does anyone know if it is possible to create groups of objects in the editor?

    I mean, grouping multiple objects into one selection and moving them together in the editor.

    For example, I have a tilemap object and there are several objects in it, enemies and items.

    Then I want these objects to move with the tilemap object, I repeat, this is referring to the editor.

    It's possible?.

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PabloDev

Member since 2 Nov, 2015

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