Rhindon's Recent Forum Activity

  • Ashley - Is there a quick-list of what USB controllers C2 supports and on which browsers?

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  • blackhornet

    THANK YOU! That pretty much solved the present dilema... I'm just glad I already had figured out how to insert sub-events (that indented black line with the arrow showing where the event is being sidled into). I think I had something similar in mind at ONE point while trouble-shooting, but yeah, I believe this is the solution I'm ultimately looking for (until nested-boolean comes around).

    I appreciate your feedback. :)

  • I'm trying to set up certain animations to take place when individual and multiple buttons are pressed. When a single button is pressed, one animation will occur. But when that same button plus another is pressed together, a different animation will happen. What I want to do is test for different instances of conditions for the same possible event. It would go something like this:

    ==============

    | CONDITION 1

    | [AND]

    | CONDITION 2

    |

    | [OR]

    |

    | CONDITION 1

    | [AND]

    | CONDITION 3

    --------------

    | --> EVENT 1

    ==============

    I'm basically wondering if it's possible - in some way - to set up a combination of Boolean conditions to result in the same event.

    I've try setting up groups - something I apparently need to learn more about and how they function - but that hasn't yet solved my current problem.

    My THINKING would result in something like this:

    ==================

    | CONDITION 1

    | GROUP

    | - CONDITION 1.1

    | - CONDITION 1.2

    ------------------

    | --> EVENT 1

    ==================

    Does that make sense?

  • GeometriX

    Thank you. Actually, I managed to figure something very similar out (if not identical in run time/execution). This is what I have so far:

    KEYBOARD | W is down

    --> Player | Set animation to "IdleToJump" (play from beginning

    --> System | Wait 0.15 seconds

    --> PlayerBox | Simulate Platform pressing Jump

    -------------------------------------------------------------------

    PlayerBox | Platform is Jumping

    --> Player | Set animation to frame 6 [of the "IdleToJump" animation]

    --> System | Wait 0.15 seconds

    -------------------------------------------------------------------

    PlayerBox | Platform On landed

    --> System | Wait 0.15 seconds

    --> Player | Set animation to "Idle" (play from beginning)

    Even disabling System | Wait 0.15 seconds under Platform On landed

    OKAY! That's what I got as far as all of that goes. It seems to work well for the MOST part.

    But a new "problem" arose. I want to be able to hold the W button is down, I want my Player to jump repeatedly until I let off the W. But in doing this, instead of staying on frame 6 of my jumping animation, it recycles between frames every 0.15 seconds. I wanted it to end on frame 6 until the collision with a platform sprite.

    If I set it to KEYBOARD | W is pressed, then everything runs as it SHOULD, ending on frame 6 of the jump animation, but holding the W down won't make the Player continually jump until I let off the key. I'm not sure if I need to group conditions together or have separate conditions with their own events to respond with...

    It occurs to me that the endless jumping may not be viable in a game (this is just me learning the works and trying to figure stuff out), but I'd like to understand what I am perhaps overlooking or could try otherwise. ... Does that all make sense?

  • I'm afraid I'm only partly understanding your question, too. (Not that I'm knowledgeable enough to actually help you out with your problem.)

    If I may suggest, though... Try listing exactly what you want to happen in a step-by-step list. For example:

    1. This is the current status

    2. Something begins to happen

    3. Upon a specific event...

    4. ...this result should occur (except I don't know how to get that event to work)

    I hope that help you to convey your question better so others can help you. :) Keep gamin'! You'll get it worked out.

  • I have a jump animation I want to employ, but the actual jumping action takes place before the animation is ready for it. The animation has my character crouching down for a few frames before he is ready to leap into the air. However, upon keypress, he's already in the air. I found the System/Time/Wait event, but that only delayed when the animation started...my character got launched then decided, "Oh, wait, I'm suppose to jump now." Heh, any help, please? :)

  • I would be interested in learning if this is possible, too.

    retrodude : Are you trying to mimic the SNES console feature?

  • XBox 360 controllers should work with the Gamepad object.

    Thank you, Ashley. Is there a running list of which USB controllers (by brand or console type) that work beside the XBox 360?

  • So when the time comes that I implement a USB controller for my game, don't test using Chrome? I assume IE and FF browsers are okay?

    Thank you for the info. :)

  • Does C2 support USB controllers? (ie: classic NES, etc) If so, what are some good resources to teach how to implement them into the game control behaviors?

  • You can also pretty much use any sprite sheet you find on the internet, as long as it is for your own testing/placeholder in early development.

    Be sure to check the scirra.com/forum/tools-resources_forum34.html.

    Thank you. I actually did see some of the content you're referring to, I believe, but they didn't quite answer my concern (I tend to look for very specific references...I can be nit-picky like that). They were related, but not exactly what I was after. Though, maybe I just missed such a reference. Ah well, all is good.

  • Yep, correct. It's just a single image with all the frames laid out in grid fashion. ...

    Thank for the confirmation. I actually just finished my very first animation sprite strip and it worked relatively without a hitch (a simple stick man spinning a bo staff...heh). I'm just hoping the Jungle Pack images weren't specific to the tutorial or I'm gonna have some problems...

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