Palourde's Recent Forum Activity

  • Hello,

    I want to apply an impulse to "sprite A" when "sprite B" collides with it. Object A has the behavior "Physics" but not object B.

    Here, "Sprite A" is the hitbox of an enemy and "sprite B" is a bullet fired by the player.

    An obvious solution would be to apply the physics bevavior to the two sprites, but this is unfotunatly not an option in my current project for other reasons. Only the enemy hitbox can have physics properties (in order to interact with other enemy hitboxes).

    When I want to apply an impulse with the "Physics" events, the impulse can only be applied at an image point. I dont find how to apply it at a custom point on a sprite (the impact point with the bullet).

    And last but not least, the hitbox is not a simple circle, the shape is more like a square. The impact point is also important because it will determine precisely how the "sprite B" will react to the impulse (angle, rotation, etc.).

    Basicaly, I want to simulate an impact between two "Physics" objects at a specific point, but ony the object which is hit can have the physics bevavior.

  • Thank you soooo much ! its working perfectly !

  • I want the two sprites to appear at the same place on the screen, even if the two layers have different scale values.

  • Hello,

    I want to retrieve the position of a sprite the same way as the following expression for the Mouse objet : MouseX.("Layer A") and MouseY("Layer A").

    But this expression does not work for sprites.

    In my project, I have object A on Layer A and object B on Layer B. These 2 objects needs to apear always at the same position, but I want to change de scale of Layer A (and objet A). I want object B (on Layer B) to stay at the same position than object A on the screen.

    When I use somthing like < Every tick => set "ObjectB" position to "ObjectA" position > the coordonates of the two object will effectively remains the same even if ObjectA moves, but when I change the scale of a Layer, the two objects will be shown at different positions on the screen (even if their X and Y values are the same).

    I understand the reason of this problem, but I dont know how solve it.

    Any idea ?

  • After several tests, it seems that the shortcut ctrl+H only works when i launche a preview in a new tab. When the preview is launched in a new browser window, the shortcut ctrl+H seems to have no effect on the preview window, but this is independant from your script : if i disable the script, this shortcut remains inactive on the preview window. This is probably inherant to this particular shortcut.

    Shortcuts like ctrl+D or ctrl+S will still remains active on the preview window (or preview tab, i tested both), even if i put "KeyD" instead of "KeyH" in the script in your test project.

  • Thank you !

    Unfortunately this trick is not working, but maybe i am doing it wrong. I used "add script", then copy/paste your script in it, and i put it at the very top of the event sheet. I also tried to put it in an action, under an "On start of Layout" condition.

  • Hello,

    I want to use shortcuts like ctrl+d ant some stuff in my current project. Unfortunately, this triggers some browser shortcuts. Firefox and Chrome do not profide any options to disable or customize their shortcuts.

    Do someone have an answer to this ussue ?

  • Thank you, I will try to understand how it works. This could be a great alternative to NW.js.

  • Thank you for the advice !

    My goal is to create a portable device that will launch the game on startup and without any internet connexion.

    I dont know how the PWA works for now, do you think that its possible to preload the app once in order to use it in the browser offline ?

  • Hello,

    I already read all the content that I found on this forum about this subject, but i didnt find a solution (I also read Ashley's post about running C3 on Raspberry pi 4, and the NW.js part of the manual).

    I want to export a project and make it run on a raspberry pi 4 without uploading the projet somewhere. In this case, I export it with "NW.js" and selcted Linux32 (my Rasp4 runs with the latest version of Rasbian).

    Unfortunately, I dont know what to do with all the exported files in order to launch the game.

    C3 works perfectly on the pi4 : I created the project directly on the pi4 and also exported it on the pi4 and retrieve it through Onedrive.

    I found this post on the forum : construct.net/en/forum/construct-3/how-do-i-8/documentation-running-nw-js-129291

    I followed everything listed in it (including the "chmod a+x" thing) but it seems that the exported files do not includes any executable file for the game.

    I did not find any recent information on this subject and I dont know what remains up to date.

    here are the files that the NW.js (Linux 32) export gives me (my project's name is "test2") :

    - 3 folders : "Lib", "locales", "switshader"

    - icudtl.dat

    - nacl_helper (shared library)

    - nacl_helper_boostrap (executable)

    - natives_blob.bin

    - nw_100_percent.pak

    - nw_200_percent.pak

    - package.nw

    - resources.pak

    - test2 (its a "shared library" file, not an executable)

    - v8_contaxt_snapshot.bin

    I am a total Linux beginner and I dont know what thoose files are and how i can use them in order to launch the game on the raspberry pi 4.

    If someone knows more about this, it would be very helpful !

  • Ok, thank you.

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  • I understand. I will transpose erverything manually to C2, if I work fast maybe this will not take more than one or two monthes. Its also a good way for improving some features, C2 looks great.

    Do I have to pay attention to something special with "big" projects on C2 ? My prjoect is not so big but I got many big sprites and it takes a lot of memory. The game is only designed for PC, but do I have to avoid the memory consumption to reach a certain level in particular ?

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Palourde

Member since 14 Sep, 2016

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