nightbr's Recent Forum Activity

  • > I have read up on Local Storage and feel comfortable moving forward with it, but I am not 100% comfortable with comments regarding the data saved off and whether it is protected. If a player clears their cache, can it be wiped out?

    >

    > If you have a game where players need to play through a lot of levels and you need to save off their progress in addition to coin counts, is the only sure way to do this with a web-based DB? Is there any way to do it locally if the user gives permission?

    >

    > My apologies if this answer is out there on the forums somewhere. I just cannot seem to find a definitive answer. Thank you in advance for any help.

    >

    You can use File Chooser, Browser, AJAX and default save/load actions if you need to store user's files on user's disk.

    On save complete - start to download SaveStateJSON string (with browser or any other plugin that can download as string), then if user want to load the game, he need to choose the downloaded file with File Chooser, then your game need to read the contents of this file as string, you can use AJAX object for that, Request URL - FileChooser.FileURLAt(index) and when AJAX triggers On Completed you need to use system's action Load from JSON and set AJAX.LastData as a JSON string to load from. You can download any JSON with savegames data, not only system's SaveStateJSON.

    Hi, can you please provide a capx example file for this?

  • EDIT: Well I was playing today with this challenge and came up with a solution thanks to few comments to give me the right idea.

    So heres one solution i came up with

    Example contains:

    -Basic description in eventsheet

    -Combination of two player sprites with platform and 8dirrection behavour

    -Immitation of swimming with jumping out effect

    -Very basic animation sprite effected by player movement

    File: http://dl.dropbox.com/u/5214903/GM/SwimmBehavour.zip

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

    Hello

    What Id like to do is a platform game where by overlaping the water area, the players "Platform" behavour would change into "8direction" behavour to imitate swimming.

    The way I understanded it, is the Ignore input suposed to be used for what I plan.

    Problem:

    -Platform behavour wont jump

    -When overlaping the water area, player does change into 8 dirrection but sinks to the botom

    Illustrated Plan:

    File:

    http://dl.dropbox.com/u/5214903/GM/Lets ... 2011-11-01 11:08:45

    Please, can you upload the file again? Actual link is dead.

  • I just use the platform behavior to swim.

    I have a boolean called Swimming that sets to True when I'm overlapping water, and False when I'm not. When Swimming is True, I change gravity to 0 and mess with the Platform Behavior's vector-y. Left and right movement works the same as not in water, so I don't have to change that.

    One key thing I do is that I NEVER use the "jump" action at all in my game, I always just "set vector-y" to something (same effect as pressing jump). So when I'm in water and gravity is 0, pressing up sets vector-y to -250 and pressing down sets it to 250.

    Then I have one more event that triggers every 0.01 seconds that NEITHER up nor down are pressed in water: If vector-y is greater than zero, subtract 50, and if it's less than zero, add 50. That way, my character will slow down and stop when I let go of up or down.

    This method prevents me from having to add two movement behaviors to my character; I just don't like that.

    As an added bonus, I have a sprite indicating the top of the water. If my character is overlapping that and up is pressed, I set vector-y to -600 so that she pops out of the water. It's not necessary but I think it adds a really nice little touch.

    Here's a screenshot of the event sheet:

    Hi , please can you post an example capx of that?

  • thanks a lot friend.

  • Hi, anyone can reupload this effect, pls?

  • Well you don't have to use the snapshot, it can also load images in the files folder.

    So as in the title "why not", I updated this further. It now converts an image directly that can be loaded into the tilemap object. Right now it just does tile/no tile based on the alpha of the pixels, but it can be tweaked to use different tiles based on color.

    https://dl.dropboxusercontent.com/u/542 ... pJSON.capx

    Also on the plus side it's much faster. For me it works in just under a second for a 1280x1024 image.

    R0J0hound Hey friend, its me again, can you reupload this example again? thanks in advance.

  • JJList, hi friend, can you reupload the Mask generation example again?

  • thanks a lot, once again.

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  • thanks Zenox98, I sent a PM to R0j0hound about it, I am just waiting now.

  • hi all, anyone can please share a new link for this behavior, because all the dropbox links are dead. Thanks in advance

  • nightbr

    Chipmonk Physics is a behavior. Which needs to go in the Construct2\exporters\html5\behaviors folder

    not the plugins folder.

    oh, and make sure you download ROJOhound's behavior for C2 - not the github original code. You might have to look a little farther down the page to get to the link to ROJOhounds dropbox files...

    All the dropbox links are dead

  • AllanR, all the dropbox links are dead, can you please provide me another link?

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nightbr

Member since 4 Apr, 2016

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