justifun's Recent Forum Activity

  • As a work around you can use the free software Autohotkey (www.autohotkey.com) to make yourself a macro to do just that.

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  • Make sure you have your IP of your own machine correct that you are running construct on and put that as the preview server address.

    most likely its 192.168.1.###, you were using a 0

    also.

    you want to put the IP address of the computer, not the device you are previewing on.

    Then on the IPAD or whatever, you browse to your computer's IP to view the game.

  • Sounds like its destroying all instances because its picking all of them during the collision. Try adding a sub event and use "pick nearest" and destroying that one

    eg:

    rock on collision with monster

    (sub event) pick nearest monster - > destroy

  • Once you purchase a Construct 2 Personal License, you will be able to export to cocoonjs and other exporters.

    In order to put a game on the android market or the apple app store, or windows 8 you will need to pay for the developer license from each of those stores respectively. that's separate from construct 2.

    I'm not sure about facebook, but i don't think they have a cost associated with them, i could be wrong.

  • Yeah you are going to have to separate the two halves into different sprites and pin them together, or simply make the top half always follow the bottom half

    eg: every tick set position "top half sprite" to "bottom half sprite.y -50"

  • Yeah, simply draw the sprite "dodging" to the left or right, and use the play animation to fire off anytime they push the dodge button

    You can adjust the collision area of each frame of the sprite on a per frame basis, so adjust it so that its no longer in the middle where they player could still be hit like when he's idle.

  • Get rid of the first action in your example, and then it will only execute when the two objects are NOT overlapping

    If you haven't actually set it up yet.

    By right clicking an event condition and choosing "invert" it will make it "NOT" occur under those conditions

    eg: While not (Object.X) is overlapping with (Object.Y

  • One thing that will really help you down the road is to create one player as a container object and add all of their health/score/UI info to the container as well. It will simplify things greatly down the road for you.

    Then each player will have different different animations based on which player they are actually playing eg: if you choose the red guy, you'd play the red guy set of animations. All animations would be stored in one player object.

    Then as you guessed, assign each player a variable that would equal which player they were on the keyboard/gamepad etc.

    Only the buttons associated with the particular player would trigger the appropriate player in the game.

    now if you want to get a bit fancy and save yourself programming duplicate version of the same code over and over you can use a function to do all the work for you.

    create a function and call it "punch" lets say.

    When you Call the function, you would tell it which player send the command,

    eg: call function "punch" (1) *<--player's controller name

    This number will be used as a parameter for the function to tell construct which player should initiate the punch animation

    On function "punch" (parameter)

    if function.param(0) = 1 then

    -> player 1 play animation punch

    if function.param(0) = 2 then

    -> player 2 play animation punch

    etc.

    its kinda complicated, so lemme know if you have any questions

    use justifun to notify me that there's a reply

  • Havent looked at the specific capx, but off the top of my head here's a few things....

    System / On start of layout / Sprite / Start animation from beginning / current frame.

    is the correct usage for starting an animation.

    When it asks you in the dialog box to specify which animation by name make sure you spell it the exact same way as you named the animation when you were adding the frames to the sprite. and it should have "quotes" around it.

    Next. Click the animation name in the list of animations with the sprite sheet open and in the properties box in the upper left, make sure speed is set to something like 15

    Also make sure "looping" is set to YES

    also, each frame of the animation click it and set its own "frame speed" to something greater than 0 if its not already.

  • yes of course.

    Make sure you have both the keyboard and gamepad object added to your project by double clicking a blank area of your layout.

    Then after you've created the first event: eg: on keyboard pressed

    right click the same event and choose "add another condition" and choose gamepad on button pressed

    Then right click the event a third time and choose "make "OR" block and it will separate the two conditions into an OR statement

  • They don't usually do sales unfortunately....

    Maybe if you are lucky they will have one as part of the steam summer sale though.....

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justifun

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