boolean's Recent Forum Activity

  • Should it not be doing this by default? It seems everything else in C2 has a line like:

    mx = this.dx * dt * this.rightx;

    my = this.dx * dt * this.righty;

    push_dist = Math.max(Math.abs(this.dx * dt * 2.5), 30);

  • I found out tonight, if you are saving the json anywhere to be used at a later date, the plugin will throw an error if you add any new instance variables to your game after the json has been generated. I'm not sure how people are using the sprite bank like this (in my case it's for a map editor).

    It's easy enough to jump in and fix the json, but it's still probably good to be aware of before making sweeping changes to your game.

  • Ahhh, I see. So the condition is saying the object was clicked, and now as the next condition rolls up and the animation has been set, so it's true. Mmm, I guess that does make sense.

    Confusing, but you are correct <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'll try setting up the else statements and see how that goes.

    I have to agree with the thread that Potato linked to, R102 made more sense.

    I understand that, as far as the tick is concerned, animation state two has been set and the mouse has been clicked. But it should be able to determine that I didn't click on animation two, I clicked on animation one. As far as I can tell that is incorrect to register me clicking on animation state two.

    It might be hard to solve this behind the scenes, but I'm edging from 70% convinced to 98% convinced that this is a bug <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'm a little confused over the intended behaviour of the situation below.

    I have a sprite with 3 animations. On the condition "On Object Clicked" I set the animation to the second state. The strange thing is that then the event directly below it also fires.

    <img src="http://i.imgur.com/bkOis.png" border="0">

    Sample Capx

    Now I understand that because of the green arrows these events will fire immediately, plus I understand the order the scripting language runs in (top to bottom). What I would have expected though is that the second event should fail because I've not clicked on the second animation yet - the mouse button is still down, I've not released it. If these were "on mouse down" conditions I could understand, but they are on mouse click and I've only clicked once. I only expect the event to fire once because of this.

    Should this be working or am I thinking about this the wrong way?

  • wgfunstorm: Just so you know, the .zip file I uploaded only contained runtime.js to avoid people confusing it with your original version. The version you have up for download only contains that file. You might want to update that.

    This new version contains all the files for the plugin. I also split my array logging off into it's own function so it doesn't conflict with yours. This lets you still use the object logging function as well as the array logging. My original version overrode the object logging to get this to work which worked fine as an optional tweak, but if your replacing your plugin with it mine it's probably best to have them separate.

    Glad people are finding it usefull <img src="smileys/smiley1.gif" border="0" align="middle">

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  • I'm getting this error both in my project and when I run Kyatric's.

  • Bleh, don't use text objects. Instead I highly recommend using the chrome console plugin.

  • Wow, this is good. Really really good! It's a great idea for a game mechanic that I don't think I've seen before. Good polish (the minimap is a nice addition), nice sound effects, great controls.

    Awesome stuff!

  • You know how sometimes you think "I should just post this question...no..NO I'll figure it out!" and then spend days and days on wrestling a problem to the ground? All which could be solved by just asking for help?

    This is one of those times. The acceleration was indeed the problem. It makes sense too - The player has the platformer behaviour which applies acceleration/deceleration while moving, but the generated jump nodes have no idea of what that is. I added in a little condition that simply says while the player is jumping turn off acceleration.

    You are a king amongst men R0J0hound :)

  • Hi everyone

    I was looking at this post where R0J0hound posted a sample capx of predicting the player jump path. I've been using it as a basis for my game but noticed that while it's great for a general idea of where the player will go, it's not too accurate.

    For example, the lines below in pink are from where the player actually jumped and the one in blue is predicted in code:

    <img src="http://i.imgur.com/r1lUK.png" border="0">

    My modded sample capx

    As you can see it is a bit off.

    I've been trying to come up with a way of making this more accurate all week and have nothing but tired eyes. If I want an accurate path as possible for where the jump path will go, should I be looking at a completely different solution? Are there any tweaks I can make to the code by R0J0hound to make it more accurate?

    Times like this I realize I'm a web developer, not a game developer <img src="smileys/smiley9.gif" border="0" align="middle">

  • Quick question: Is there a way to get the current sprites scale? I was hoping to do "self.Scale + 0.2", but this does not seem to be a property.

    I can add the current scale as an instance variable, I just want to make sure this isn't something already in C2 that I'm missing.

    Cheers!

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boolean

Member since 22 Aug, 2012

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