JoshWegener's Recent Forum Activity

  • Is there a better way of doing this?? I just want to pass (in this case) "10" to "myFunction".

    Acts.prototype.Connect = function () {
        var self = this;
        // ... connection stuff
        this.connection.on('error', function() {
            self.someVar = 10;
            self.runtime.trigger(pluginProto.cnds.myFunction, self);
        });
    });
    
  • I think I love Construct 2....

    vee41 Thanks, I got it working! I did not think to look for pick by UUID under the sprite...

    <img src="http://renegew.com/c2/ss2.png" border="0" />

  • This is how I expected it to work...

    <img src="http://renegew.com/c2/ss1.png" border="0" />

  • So I just created 100 items via left click... and I added the UUID via pushing into an array when it is created. How do I select an object by UUID and then destroy it?

  • If I center the origin in the collision box, then set 3/4 the width into cell border, It works "most" of the time

  • So, what I have come to find out is that it appears the pathfinder does not take collision into consideration ON the object that is moving.... Anyway to fix this??

  • Okay, so I added the scroll and set the layout to allow unbound scrolling. That seems to give me unlimited space :-)

  • pixel perfick

    So do you suggest I add "scroll" to the player? and then will that allow the player to walk "forever" in any direction? I will add walls on the edges, so i don't have to worry about the user walking outside of the level. I just want to know the "best" way... My first project will allow the user to log off and on so I need to be able to put them back at the last know position.

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  • Before you yell at me, yes, I did read the documentation... Pathfinding Doc

    In this test, I'm trying to move the player on mouse click around the object.

    In test 1, I just sent pathfinding on the object and find a path on click, then move along the path when it is found. This results in the collision area overlapping each other (not colliding)

    Demo Pathfinding 1

    Demo Pathfinding 1 capx

    In test 2, I added 8 directions behavior AND pathfinder. The result is the player getting stuck on the on the "wall" object..

    Demo Pathfinding 2

    Demo Pathfinding 2 capx

    What am I doing wrong?

  • Is there an article about the whole scale thing?

  • sosensible lol, I did not even notice that..

    So that white box when load Construct 2 is called the "view port" right? does that need to be the same size as my map/level?

  • sosensible If I'm tacking the user by Pixel, and the user leaves, and comes back (refreshes page)... do I just move the player to x / y in the viewport then load the map around them?

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JoshWegener

Member since 22 May, 2013

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