piranha305's Recent Forum Activity

  • Check out the project i worked on for the GMTKJam, it's an RTS where you can't select you units, this was made in 48 hours. Please rate the game.

    piranha305.itch.io/kingdom-battle

    itch.io/jam/gmtk-2018/rate/300267

  • thanks!

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  • So construct arrays are java script objects with some metadata about the array, i was wondering if any one has come up with an alogirthm to convert that json to a pure Java script array and back? I'm asking so I don't have to reinvent the wheel if its been done before.

  • true and false is suitable, but if I wanted the result of that bool to be dynamic based some other conditions I can't do it in line the action for set bool takes a hard-coded value for true and false... In order to do what I want I can use a function with sub events and based on those sub events set the bool... It just seems like alot extra work for something as trivial as setting a value.

  • Is it possible to set a bool from an expression or from another variable, when I go set a bool I get a drop down with true and false. How can I make that bool dependent on something else or pass in a string "true" or "false" and just cast it, do i have to use an int? 0 1 to dynamically at that value?

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  • what is the purpose of having this trigger once after the input checking?

    [Player Walk]

    // Allow the player to move in 8 directions but only change directions if a single direction is being pressed.

    Keyboard and Gamepad controls are exclusively separated here to simplify things.

    // Keyboard

    ----+ Keyboard: ↑ is down

    --------+ Keyboard: [X] ↓ is down

    ---------> Player_Base: Simulate 8Direction pressing Up

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Mask: Set Direction to "Up"

    ----+ Keyboard: ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Base: Simulate 8Direction pressing Down

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Mask: Set Direction to "Down"

    ----+ Keyboard: → is down

    --------+ Keyboard: [X] ← is down

    ---------> Player_Base: Simulate 8Direction pressing Right

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Mask: Set Direction to "Right"

    ----+ Keyboard: ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Base: Simulate 8Direction pressing Left

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Mask: Set Direction to "Left"

    // Gamepad

    ----+ Gamepad: Gamepad 0 D-pad up is down

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    ---------> Player_Base: Simulate 8Direction pressing Up

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    ---------> Player_Mask: Set Direction to "Up"

    ----+ Gamepad: Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Base: Simulate 8Direction pressing Down

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    ---------> Player_Mask: Set Direction to "Down"

    ----+ Gamepad: Gamepad 0 D-pad right is down

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    ---------> Player_Base: Simulate 8Direction pressing Right

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Mask: Set Direction to "Right"

    ----+ Gamepad: Gamepad 0 D-pad left is down

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    ---------> Player_Base: Simulate 8Direction pressing Left

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Mask: Set Direction to "Left"

    ----+ Keyboard: [X] ↑ is down

    ----+ Keyboard: [X] ↓ is down

    ----+ Keyboard: [X] → is down

    ----+ Keyboard: [X] ← is down

    ----+ Gamepad: [X] Gamepad 0 D-pad down is down

    ----+ Gamepad: [X] Gamepad 0 D-pad up is down

    ----+ Gamepad: [X] Gamepad 0 D-pad right is down

    ----+ Gamepad: [X] Gamepad 0 D-pad left is down

    -----> Player_Mask: Set Walking to False

    ----+ System: Trigger once

    -> (no actions)

  • has anyone converted the REX FSM plugin?

  • okay sweet, thanks

  • wait your not using the compare touch speed condition in your snippet?

  • so the tool tip for Compare touch speed says it can be used to detect a swipe? i looked on the manual but am still confused how i can use this to detect a swipe? does any one have an valid example or uses for this condition?

  • Is anyone else having issue exporting a Debug APK from the current version of the desktop build?

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piranha305

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