inquiesco's Recent Forum Activity

  • Oh, you need to give it a movement type like 8Direction, then add a Keyboard object and make an Event so that when the Right arrow is clicked, the Player object moves right.

  • I've not used the Node-Webkit platform yet, but you could make a layer on top of all layers in the layout called LoadingScreen, and add the large picture to it with full opacity. Then you want to run a check when fully loaded, and then fade the image out so you can see the layout behind. Unfortunately I'm making my own game so I can't spend time learning the loading bar checks and don't quite know how those work, so you might want to check the Loading Bar documentation.

  • To make it keep falling and require clicking a button to go up, you need to give the Player object the Platform behaviour. Then you can set the Jump strength, Gravity and Max fall speed variables to your liking.

  • sachos345 I've fixed your issue, turn Pixel Rounding off and the stuttering stops. I'm guessing the ScrollTo uses precise measurement, meaning if your player X is 295.5324234 it will try to move there, but with rounding on it's changed to 296, so it stutters between the two. I also removed bbox because it wasn't needed, at least from what I understand you were trying to do.

    Let me know if you need any more help, . Time to keep working on my game! That was a fun challenge for an hour, ha ha!

  • Hmm... can you please upload your .capx and I'll take a look at your events and try and get it working for you, .

  • RookieDev No problem, I enjoy helping people out so I live in the 'How do I' forum as a side activity while making my game, ha ha. And thanks for the compliment, .

    From what I've noticed and read the main performance loss from LOS is if you apply it to individual objects and have a lot of them. To work around that, you should make a family for them. For example, if you had 20 platform types all with LOS and on one screen with a lot other things happening, it might drop performance a little, so if you put the platforms in a family (fam_platforms) and put the check on that, it will only trigger the platforms that are within the LOS of the spawners (LOScheckObj).

  • jminfantem Not sure how you set-up your project, but it doesn't support Mouse input objects, only Gamepad input. If you make a new standard SD/HD project and shift all your assets across (unless there's an easier way someone else might know?) , then you can add the Mouse input object and create click events for the controlUp, Right, Down and Left objects.

    Also, please try to make one post instead of three when they can quite easily be one, .

  • Haven't downloaded the file as I'll only download from Dropbox, but you should just require a collision detection. If they won't move through an object check if the object is solid and whether collision is on, as either the solid state or collisions need to be turned off. If you wanted to trigger an animation itself when touching the block, that requires checking a collision event when the player touches the blue square, and then to start an animation of a sprite you've made and named.

  • RookieDev If I'm understanding what you're trying to do... I think my idea could work. This is not written in Construct 2 Event code as we're discussing logic but it's a concept made while thinking of the capabilities of the engine functions:

    1) Add two objects, one of the far left of your screen and one on the far right, called LOScheckObj1 and 2. Make them transparent and with the Anchor and LineOfSight behaviours. Face the object down to the ground and give it the cone of view angle you want. Make a check on them for whatever spawn timing you're wanting (every second, two, etc.).

    2) In the above condition you want to check if a floor object is within LOScheckObj's sight angle. Then, on the floor object, you'd need a condition for if in LOS of LOScheckObj, and if so, then that floor object can spawn an enemy of your choosing.

  • No problem, keep up the good work, .

  • I notice you made that in the latest beta build (r179) and I'm running stable r178. Have you tried in the stable r178 build in case there's issues in the beta program itself? If you can do that and still have issues, resubmit the .capx and I'll take a quick gander and see if I can try to find what's going wrong, .

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  • Epiconnn While not being able to open it in the game, if you're running it in a web browser you can add a Browser object and can do the following:

    Browser -> Page is visible

    Keyboard -> On G pressed (an example key)

    Then add Browser -> Open URL in new window -> and enter the URL of the forum you want and the title of that window. Now, whenever the game tab is active and visible, if you hit G it'll open up a new tab or window with your forum topic in it.

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inquiesco

Member since 26 Jan, 2013

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