kill0byte's Recent Forum Activity

  • Hi there,

    I'm trying to install the Roguelike plugin by one of the users on this forum, but no matter what I do I can't get C2 to recognize the plugin. I have copied the plugin folder to Program Files(x86)\Steam\steamapps\common\Construct2\exporters\html5\plugins & behaviours to no avail. Am I doing something wrong? Or is there some special way I have to install plugins because I'm using C2 through Steam?

    Your help is very much appreciated as this is driving me a little batty, lol.

    UPDATE: So it turns out I wasn't quite putting it in the correct folder. The correct folder, at least for Steam, is c:\Program Files (x86)\Steam\steamapps\common\Construct2\Construct2-Win32(or 64)\exporters\html5\plugins.

  • This is probably going to make me sound dumb, but how do I install this plugin? I've tried copying the zip file into both the plugins and behaviours, and also tried extracting the zip file into both of those folders, but when I try to open the roguelike.capx file it keeps telling me the plugin isn't installed.

  • Hmm, it appears the capx file has been taken down, but the link for the live version still works so you should be able to test it out. Basically, there's an object that defaults to the same position as you, and when you press to move in a certain direction, it moves there first to detect if the space is free or not. If the space is free, your sprite moves and if not, it doesn't. In the example the helper object is made visible as a green square but you would obviously want it to be invisible. I put the capx up on my dropbox (https://www.dropbox.com/s/dt3z6vohps1zn8n/topic68600_solution.capx).

    Now that C2 has a tilemap object, I'm not sure if this would be necessary or not anymore. I haven't played around with it to test it out, but hopefully this helps in the meantime.

  • The live demo seems to work perfectly. Thanks! :)

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  • Hey everyone!

    I'm putting together a game that's using a tile(or grid)-based movement sample that was provided by someone here on the forums (can't remember off the top of my head who it was, sorry.) I've been able to adapt the example to do handle the movement exactly as I want, but I can't seem to figure out how to handle collision detection now. The solid behavior with collisions turned on has no effect, and I think it's because using the movement controls actually causes the sprite to "warp" to the next space rather than "sliding" into it if that makes any sense.

    I tried adding a few conditions for "if player is not overlapping enemy" which sort of works, but it won't allow you to move onto any adjacent square to the enemy either, which I believe is due to the bounding box, but if I modify the polygon, it allows you to move right through the enemy sprite again... so basically I need a way to check if the space you're trying to move onto contains an enemy sprite or not and prevent you from moving if there is. Any ideas how I can implement this? The capx of the movement stuff is available here

  • I've gotten better results with using a cell size of 28.. with 32 the enemies wouldn't go through the doorway at all... but i'm still having some issues on some of the other doorways where the enemies won't come through the doorways now. I'm wondering if it would be better to just have the obstacles set to anything solid instead of using the custom obstacles with the helper tiles.

  • Thanks Keepee. I'll try changing the cell size and see if that makes a difference.

  • Hello again! I recently went through the excellent pathfinding/line-of-sight tutorial on the site but even with having the helper sprites in place, there's one spot where the enemy will still clip through the obstacles and I can't figure out how to fix it.

    If you look at the test.capx file, go through the red door so the enemy will see you, and then hide back inside the room on the right hand side. The enemy will clip through the two helper sprites and the wall sprite to get to you, but if you hide on the left side, it will go around them like it's supposed to. All suggestions for how to get around this are welcome!

    Also I should mention I've tried playing around with the cell size and cell padding values with no effect on that one side.

    test.capx

  • Thanks everyone! It turns out even though I was using the paintbucket to fill the sprite, it was feathering the edges a bit so it wasn't solid black. I've fixed and it's looking proper now.

    Also thanks for the suggestions keepee! I originally had the background hotspot at the top-left and changed it to see if it would make a difference with the issue I was having, but it didn't so I'm going to switch it back.

  • Hi there! I'm trying to make a top-down shooter game but I'm having trouble with my wall sprites. They're 32x32 on a 32x32 grid, and I've got snap to grid turned on, and yet when I run the game I can see small little gaps between the tiles and nothing i've tried has made them go away. Any idea what's causing this and how I can fix it? I've attached a cap file. The wall tiles are along the top of the screen.

    test.capx

  • Yes, the signature option is now visible again and I was able to change it. Thanks!

  • Add the browser plugin to your project, then decide on a key you want to use to activate fullscreen, like "f", then set up an event that calls the browser fullscreen behaviour to the "f" keypress event.

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kill0byte

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