509Dave16's Recent Forum Activity

  • DialgaBrite, one thing to take note of is that you can re-use a Text object to display text and you don't need to keep creating the Sprite. So I removed the repeated creation of your Sprite and Text object and put the Text on Layer1 and the Sprite on Layer0. The layers were arranged in the layers tab so that the Text would be displayed on top of the Sprite. The order from bottom to top in the layers list indicates the order of rendering the Objects on each layer. In addition, since you didn't want the Sprite or Text object showing at first, I set the Initial Visibility in the Editor to Invisible for both of them. To support the triggering of making the Sprite and Text Object visible, I added a global variable that was initially set to 0 but then later set to 1 to indicate that the Sprite and Text objects were made visible. I knew that the first message was to be set first so that's where I put the Sub-Event for making the Sprite and Text objects visible. Now just like with visibility, we use that 'paragraph' instance variable on the Text object so that when it is 0 and Return is pressed we set the text to the first message and Add 1 to the 'paragraph' instance variable. 'paragraph' being 1 indicates to us that the first message has been set and that the next time Return is pressed that the text should set to the second message. So we have that additional event that is checking for when 'paragraph' is 1. Now in order to alternate we have to have the second message event subtract 1 from 'paragraph' so that we go back the initial state of waiting to set the text to the first message.

  • I'm really sorry about the last code snippet I gave you. I made some incorrect assumptions about the 'types_by_index'. It actually does contain Type objects and not Type string identifiers. So I changed the code snippet to reflect that as well as fix the one little error that you probably already found. And you can access the flag 'singleglobal'(which indicates if a Plugin is a singleton) from the plugin object like this:

    type.plugin.singleglobal[/code:1cy5vqaj]
    Also here's the revised code snippet:
    [code:1cy5vqaj]
    		 var objectTypesArray = this.runtime.types_by_index;
    		var NameTypePairs = {};
    		var TypeInstNameIndexPairs = {};
    		for(var araIndex in objectTypesArray)
    		{
    			var objType = objectTypesArray[araIndex];
    			var isSingleGlobal = objType.plugin.singleglobal;
    			var objName = objType.name;
    			if(!isSingleGlobal)
    			{
    				var objInst = this.runtime.createInstance(objType, this.layer);
    				var instVarNames = objInst.instance_var_names;
    				var instVars = objInst.instance_vars;
    				var InstNameIndexPairs = {};
    				for(var instVarIndex in instVarNames)
    				{
    				  var name = instVarNames[instVarIndex];
    				  var index = instVarIndex;
    				  InstNameIndexPairs[name] = index;
    				}
    				this.runtime.DestroyInstance(objInst);
    				TypeInstNameIndexPairs[objName] = InstNameIndexPairs;
    			}
    			NameTypePairs[objName] = objType;
    		}
    [/code:1cy5vqaj]
  • #IWFG

  • If you just want to know the location of the device, you can use the Geolocation Plugin.

  • I agree with Both Spriter and Spin store transformation and position data about the images that are used to form an animation. Spriter happens to have a Construct 2 Plugin that will add the Spriter Images and Data about the Images into the project and then interpret the transformation and position data at runtime when triggered by an event. Spine has official and third party plugins for Game Engines. Construct 2 is not one of them. However they do have a Generic Javascript Runtime Library that could be used from a Custom Construct 2 Plugin to render the animations. However that would be a lot of work. You could export Spritesheets from Spine I believe and instead attach those to Sprite Objects in Construct 2.

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  • Could you clarify what you mean by a control grid? Are you referring to a grid that structures the placement of other controls such as the Button, ComboBox, and the ListBox?

  • Very polished UI. Did a good job of re-using assets. Simple gameplay. Simple yet enjoyable art style. All around it's a fun game from the few minutes that I played.

  • Sounds like an interesting proposition. I wouldn't mind helping you in any way that I can. However, I'm still a noob when it comes to Construct 2. Your ideas concerning the improvement of your skills and experience by developing multiple games seems like a good plan. I hope that it works out for you.

  • I feel that if all your answers are just one word, then the List control would be sufficient for offering the user the choice of an answer while showing them what the answers are. Then just have the question as the text of a Text Plugin.

  • Your simple love of making games spawned a simple game that people love. Great game, man. I could learn a thing or two from the addictive simplicity of the game mechanics that you developed. Really enjoyed it. Lost myself in it for like 20 minutes straight.

  • Hey, DidierA. I just played the first 9 levels of your Oh My Zombies. It's amazing how polished your game feels despite the fact that the style is pixel art and that as the player you only have a few actions. I really enjoyed it. Hope that all your future endeavors pan out.

  • By the , there is a tutorial called 'Ajax Example with Construct 2' which covers how to load a file from dropbox or a server that has some contents like text or json. It will be much better to use the Ajax.RequestGet or Ajax.RequestPost since you won't have to import files into your Construct2 project.

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509Dave16

Member since 21 Feb, 2014

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