Zebbi's Recent Forum Activity

  • I see it's possible to use Platform.MovingAngle as an action, but I'd like to test the platform moving angle as a condition, but it isn't appearing in the sprite conditions. Any ideas?

  • In the interests of educating myself further, is it possible to use expressions for the keyboard? Here I would need an expression that tests "{if the keyboard space is pressed} OR {keyboard space is held AND the character is landed}"

    Is this particular function possible with expressions? I'd preferably like to keep all four sub event collections of coditions down to just one condition and event (namely, all leading to just one simulate platform jump)

  • It would probably look like this :

    Wow, that's perfect! Thanks so much for that example, that will help inspire me to tighten other conditions and gives me a really good way of understanding this in greater detail, thanks again everyone!

  • You can enter quite complex conditional expressions. Have you read this: https://www.scirra.com/manual/78/expressions ?

    Thanks, yes, I've looked into those, but I'm not proficient enough yet to write conditions as expressions, in fact, I'm not sure EXACTLY how I would write, for instance, the conditions that I've used in my image example as expressions. Can it be done?

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  • That's what I was thinking, I'm just surprised that you can't have one action for two separate conditions. In coding, you would just type two consecutive lines with an || between, and then you could have your action as a bracketed line. Is there a reason C2 doesn't use this hierarchy? (as I said, if I'm overlooking anything that COULD do it this way, I do apologise!) Otherwise, yeah, I'll just use Function.

  • So, function is probably a bit overkill for something simple like this? Is there a way of using an Or operator between two sub events?

  • I'd like to preferably have an OR operator between the two sub-events so they can both share the same "set animation" action. Should this be done with the function object for tidier coding or is duplication of the action the best way, as I have done so far?

  • To me it's just another file format. It looks like it's been ported to javascript here:

    http://www.wothke.ch/AdLibido/

    It likely can be used in a similar manner to the stuff in that other topic.

    Precisely, so hopefully if there's enough interest, someone with skills might be able to look into porting it to C2? <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Thanks for the example, I'll take a look! I managed to do it with collision boxes really quickly and easily, thanks to all for the help!

  • Sorry, the new Fusion 2.5. No I haven't tried that yet, I'm still getting to grips with the power of Construct, which is why I want to figure the best way of starting things with C2's way of working. Could overlapping offsets be used to get this crawling function done in very few event lines? I'd like to keep things as simple as possible.

  • In MMF i recently put together a platform engine with a crawl feature. You'd hold down on ↓ key and it would change the character animation, as well as the playerobject size (seperate animation frame that corresponded to the height of the character animation). Then, if you released the ↓ key whilst udner a crawl space, there would be a detector pinned to the top of the playerobject that would go up to the height of the sanding player and if it overlapped the ceiling of the crawlspace, the character animation and the playerobject would remain crouched. You could the crawl under spaces without holding the down key.

    I'd like to do this in C2, but I want to hopefully accomplish it without using fussy detectors. What would be the best way of accomplishing this particular function in C2? If detectors are a must, does C2 do things beter than MMF could do in this regard?

  • Thanks, mod files are a lot different to how adlib works. Adlib is basically a 4-operator fm synthesizer that accepts midi-type files, whereas mod-type files, as you'll know, have patterns that trigger small samples packed directly into the file. It would be impossible to emulate precisely the sound adlib using mod files.

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Zebbi

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