Leondr's Recent Forum Activity

  • I fixed it up a bit as I realised I needed to make it suit all scenarios in the game. I've made it so it doesn't add moves if you're pushing a block or against a wall, and also sorted a bug out where you could spam keyboard presses for multiple moves.

    https://www.dropbox.com/s/mt7ns70vmkehcuo/move_push2.c3p?dl=0

    plinkie, you are awesome!

  • So there's no problem going against the wall, I would revert back to the original logic. Looks like the bug is because it disables the solid behaviour on the blue box but enables it again in the same tick so in this time you are counted as moving.

    Try this method instead of enable/disable solid, use the grid position of the blue box as a condition and say if on pressing left and grid position of blue is not grid position of player-1 then move or add to moves etc. Another method is to use 'can move in direction' but make sure its 5 pixels or more because of what you've done with the collision boxes.

    Plinkie, thank you so much.

    But could you make an example with this condition?

  • Well you would do add 1 move and 1 push in the first block so it does count the move, anywhere you simulate the tile movement. I don't understand why it's adding the move against a wall because you are not moving if it's solid and you can't move into that space. Share the file.

    drive.google.com/open

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  • What you're trying to do should work technically so I'm not sure what's gone wrong with your level. However for safety you don't need to use 'is moving trigger once', you know that when you simulate the player left/right in the other logic that this is a move so you can add to the variable there.

    Thank for answer.

    But if I use such a condition

    Movements cease to be considered when the player collision with the box

    And will be counted if the player rests against the wall

  • Hey guys!

    Can someone help I have such a problem if the player rests against the box and box rests against the wall, the counting of movements continues.

    What condition should be added so that movements are counted only when the player moves?

    Now it works like this:

    i.gyazo.com/ab55e8353ab08988f12d7af126dc8c81.gif

  • Hello guys, please advise how to export the game for Mac OS?

    After compilation my game doesn't run on Mac OS, there's a black screen and nothing happens.

    I have Windows 10 and NWjs 0.32.0

    Is it possible to make a working build for Mac if I have Windows 10?

  • andreyin Creating and maintaining the plugin is quite complicated and time consuming for all versions of nw.js but I could try to make occasional releases for Electron.

    Will support for nwjs 0.34.0 be added?

    Also when I export my game with this plugin. My version for MacOS X is not working.

    nwJS 0.32.0

    Even after replacing the files MacOS, Versions, Info.plist, PkgInfo. I take it from the official site nwjs.io

    Without the plugin, the game starts.

    I compile the game on Windows 10

  • Hello MadSpy

    I deleted c2(with plugin) , nwjs v0.28.0

    and reinstalled it again with nwjs v0.27.0

    And it all worked for me

  • Hi MadSpy I have same problem just a black screen

    Latest plugin V1.6-Basic

    Using Construct2 - v255

    nwjs v0.28.0

    Steam SDK 1.42

  • > The update is in test phase so it shall be released at the end of the month.

    >

    Can I somehow update upgrade my basic version to full version? Or need to buy the full version.

  • Hello,

    How to make eyes blink when player is standing(only when player is standing)?

  • So, the characters are different shapes?

    Yes

    I tried to do the animation of the explosion between the transition from one character to another.

    But the animation is too long. It is necessary that transition took place while the character is in the air.

    If delete frames it does not look good.

    Could you make an example of transparency or fade effect

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Leondr

Member since 19 Nov, 2015

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