GeometriX's Recent Forum Activity

  • Did you use WebStorage? If not, you should use WebStorage. If so, did you use local or session storage? If session, you should use local storage.

    If you use CocoonJS to publish to iPhone, WebStorage works there too. It'll also work if you use the native browser, but I imagine performance would be terrible so you should use CocoonJS anyway.

  • I'm not sure exactly how this will play into your physics mechanisms, but the Jump-thru behaviour handles pretty much exactly what you want here. It even accounts for moving/rotated sprites. If you could find a way to make it work with your physics stuff then it might save you a lot of hassle.

    Quick example capx using platform behaviour: right click to rotate the blocks, left click to drag and drop.

  • Your solution is in the title of this thread: use instance variables. When each instance spawns, it'll spawn using the default value of the instance variable, and those variables will be independent of those belonging to other instances.

    If this isn't working properly for you, you might not be correctly picking the instances of the enemy that are meant to lose health: you might be affecting all enemies at the same time.

  • There's no keyframe or timeline animation, if that's what you mean, but you can certainly animation rotation, scale and position by using events to manipulate the angle, size and movement behaviours respectively.

  • There are two things wrong.

    First, you should apply the physics behaviour to both objects.

    Second, they're falling down because of gravity. The joint is being created but because they're both being pulled downwards at the same speed you won't see any result.

    If you want an object to stay in place then you need to set it to be immovable in the behaviours properties pane on the left side of the layout view - in this case it'll be the base of your pendulum (took me a while to realise that's what you meant by "ticker" :P)

    Example capx

  • Cool, thanks ASHLEY.

  • First make sure that you've got a text object, position it where you need it to be, then create an event like this:

    On start of layout -> Text > set text > house.UID

    Useful manual entry.

  • If you have no additional conditions to test once escape has been pressed then you can just lump them all in the same group of actions. If you do have other conditions to test, then you can use sub-events:

    On escape key pressed -> optionally do action(s)

    Check additional condition(s) -> do action(s)

    Check additional condition(s) -> do action(s)

    Check additional condition(s) -> do action(s)

    etc.

  • Link to .capx file (required!):

    https://dl.dropbox.com/u/14522925/C2%20examples/buggy%20node-webkit.capx

    Steps to reproduce:

    1. Create a sprite or text object, plus browser, plus mouse object.

    2. Create an event that, when clicking on the sprite or text, do browser-close action.

    3. Export to Node-Webkit.

    4. Run the application on Windows 8 and click the object.

    Observed result:

    The application crashes in Windows 8 when you click on the sprite or text object.

    Expected result:

    Application simply closes (as it does in Windows 7).

    Browsers affected:

    Chrome: n/a

    Firefox: n/a

    Internet Explorer: n/a

    Operating system & service pack:

    Windows 8 (crashes - testing on three machines)

    Windows 7 32- and 64-bit, SP1 (testing on four machines - working)

    Construct 2 version:

    R119

    I understand that this is specifically a node-webkit issue, but since this has now been added as a part of the stable releases, and it's a clearly consistent error (at least with my testing on seven different machines), it was worth mentioning.

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  • First, you won't use the default platform controls because those are instantaneous; instead you'll simulate control as your animations finish.

    Basic workflow is like this:

    • Character is facing right.
    • Player presses left key.
    • Test which direction character is facing. In this case it's right, so play the animation to turn from right to left.
    • When the animation is finished, and if the player is still holding in the left key, you can then change the character's animation to walking/running/whatever and simulate movement left.

    You need to specify animation changes at every key press, but only use those keypresses to control movement when your character is ready. A very controlled, methodical approach is necessary.

    For reference, play lots and lots of the original Prince of Persia.

  • Crashes for me too: Windows 8 Pro 64-bit.

    I reproduced it by following Paradox's video almost exactly:

    1) In either a new or existing project, duplicate an object (text, sprites, anything) in the layout view.

    2) Click on the object's name in the projects pane OR select multiple instances of the same object in the layout view.

    3) With the objects selected, click on the left side of an empty part of the properties pane and then click on the right side OR click on the right then left side.

    This has actually been something that I've suffered with a long time, and I feel a little relieved that I now know what the cause is. Figured it was just "one of those things" so I save compulsively to avoid losing work (it's happened too many times). Used to do this when I had Windows 7, too.

  • I don't see why C2 would struggle with interactive books - they're essentially following the same principles of games, so I honestly think that you'll be fine with Construct.

    I'm not sure how much a premium account would cost, but right now they're free so long as you can state your case to Ludei as to why you'd need such an account. It's highly likely that they'll announce pricing within the next couple of months, so I suggest that you drop them a mail to see if they can give you some advice regarding how viable it'll be for you to stick with them or find another service.

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GeometriX

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