striimix's Recent Forum Activity

  • Here's a quick trailer for our game's soft launch in Brazil:

  • You need to create logic chain for that... for exampe, one possible solution is that you have zone sprite. When the player is overlapping this zone sprite something happens, for example a object is randomly generated into the definite location you have in mind. The system expression can be used for creating a new object =)

  • I have had this same happen in my project of 1 year of age... I think it started happening around r212 or a bit after - not entirely sure anymore. The strangest thing is that my menu music seems to continue to work just fine (but all other audio doesn't, sound effects, level musics etc)..

  • KnightStudio

    sometimes there might be things that look correct but the way C2 interprets it might be different - I've worked on a daily basis on game projects for about a year and a half with C2 and still continue to encounter and learn new things every now and than.

    Having game logic separated across several event sheets has not been a problem to me, so I doubt that would be the problem... are you triggering the shake effect with some camera zones..if those are overlapping / if there's a situation of having some duplicate events there might happen some camera stagger... I recently had a similar issue which I managed to solve by founding there was a left-over code from older camera system in one event sheet that was included.

  • You should provide an example capx - there could be many different reasons, but if you suppose it is the scroll to behavior, why don't you try disabling the scroll to behavior to see if the problem goes away... in case it does so, then there might be some logic problem etc. in the code for example.

  • Thanks R0J0hound - that was exactly what I was looking for! Works like a charm now =)

  • Thanks for the suggestion. For my needs it would be important to simply get the tiles loaded on different layouts from the json created by C2 rather than TMX created on Tiled, so that the levels could be expaned with objects etc. The reason why levels are created with C2 made level editor instead of the editor view of Construct2 is because I wanted to have an easy to use editor to create the overall levels and be able to test the gameplay on runtime right away. However, leaving levels as plain as that would make them a bit boring and repetitive in the long run - coding object placements and such on the other hand would make the level editor bloated and not so easy to use.

    Ashley is there any chance of getting possibility of exporting tilemaps in the TMX format in runtime from C2 or alternatively loading tilesheet from JSON already in the editor view of Construct 2 (currently we can only do that during runtime, which works perfectly but sadly the editor does not remember the loaded tilemap in the editor view after testing)

  • You can put json into array.

    action > array > (JSON) Download > input string.

    Then you can interpreter the array how you want.

    Thanks for your response, but my problem/question is how do you get the tiles to display inside the Construct 2 editor?

    I already have loading and saving working perfectly during runtime. What I would like to see, is to load the tiles into the tilemap object already in the editor view of Construct 2 (and not from TMX file but from a json (for example, Tilemap.AsJSON string generated in C2).

  • Hi all!

    I've been working on a level editor, which can save & load levels in runtime in json format. However, today I realized that one can only load tilemap from TMX files in the C2 editor view.

    Is there a way to load C2 generated JSON string to populate a tilemap object already in the editor view?

    Alternatively, is there a way to export (save) the tilemap as TMX JSON format during runtime in C2 (so that it would be later possible to open in the editor view)?

  • It's possible - you can export the game using Intel XDK and have Google Play services included in the build settings.

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  • > Updating some of the animations in

    >

    >

    Cool, looks a lot like Flashback

    Second that!!! Flashback nostalgia in the air. Really good job!

  • How can I handle collisions between fast moving objects, like the Bullet yes/no in the official physics behavior?

    Giganten Use Chipmunks physics on the bullet object (there's no need for you to use bullet behaviour I think, the chipmunk should suffice).

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striimix

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