Aekiro's Forum Posts

  • Can you please post the content of your stylesheet.css

  • For how long you want to move the player ?

    This might be a solution :

    Add these boolean instance variables to your player: movingRight, movingLeft, ...etc

    then do, for example: when command = right then Player.movingRight = right.

    then to move the player you test the boolean variables:

    if(Player.movingRight) then :

    • simulate right
    • wait 1s
    • simulate stop
  • Yeah, I think I just need to go with the "object" type and let the user know that they need to programmatically create the instance.

    Thanks so much for your time.

  • It looks like this:

    function GetPluginSettings()
    {
    	return {
    		"name":			"ListModel",
    		"id":			"aekiro_listmodel",
    		"version":		"1.0",            
    		"description":	"Stores and manipulate an Array of simple non-nested hashtables (aka dictionnaries).To be used as a model for a listview for example.",
    		"author":		"AekiroStudio",
    		"help url":		"https://later.com",
    		"category":		"Data & Storage",
    		"type":			"world",
    		"rotatable":	false,
    		"flags":		0
    	};
    };
    [/code:23dmakva]
    I also tried the flag:  pf_position_aces | pf_size_aces | pf_angle_aces | pf_appearance_aces | pf_zorder_aces | pf_effects 
    but I still get the same error.
    
    Btw, I know that ("type" : object) is more appropriate for a data structure, but I went with  ("type" : world) because I need to be able to create, in the editor, multiple instances (by copy/paste) of a same type. you can't do that with a plugin of type "object" like an array, you can only clone it, which create a new type. I hope I was clear.
  • Thanks for the quick reply.

    That's what I did, but I got a message error:

  • Hello,

    What's the minimal code to put in the runtime drawing function of a plugin:

    instanceProto.draw = function(ctx, glmode){}

    and in instanceProto.drawGL = function(glw){}

    To draw nothing.

    If I put nothing, I get error messages.

    Does any of you guys have an example ?

    I would really appreciate it. Thanks.

  • Hi,

    I'm making a behavior and I would like to use the triggers of the Touch plugin (like you would normally use them in an event sheet) inside my behavior like this:

    pseudo code inside my behavior:

    touchPlugin.OnTouchObject(
    myObjectType,
    callback(){
    //My object was touched
    }
    )
    [/code:1t7fotq3]
    
    Is there a way to achieve this ?
    Thanks
  • Hi,

    I'm making a behavior that's supposed to be attached to Sprite objects.

    I want that behavior to set the animation speed of the sprite once that sprite is created.

    And this is what I do in the behavior:

    	behinstProto.onCreate = function()
    	{
    		cr.plugins_.Sprite.prototype.acts.SetAnimSpeed.call(this.inst,0);
    	};
    [/code:3d8r6s5s]
    
    Unfortunately that does nothing, because apparently the sprite object's instantiation/initialization comes after behinstProto.onCreate() and override my setting.
    One solution is to put it in behinstProto.tick() but I don't want to add initialization stuff in the tick function.
    
    One other hackish solution:
    [code:3d8r6s5s]
    	behinstProto.onCreate = function()
    	{
    		var self = this.inst;
    		setTimeout(function(){
    			cr.plugins_.Sprite.prototype.acts.SetAnimSpeed.call(self,0);
    		},0);
    	};
    [/code:3d8r6s5s]
    Do you have a better solution ?
    Thanks.
  • Hi rex,

    Thanks so much for your plugin.

    I found an issue : CurValue("a.b") does not work. Construct 2 says that it doesn't accept parameters even though the description says that it does.

  • pikazho

    Making an object move in a simple linear way from A to B and make it stop at B is something that you can't do in Construct 2 out of the box unless you use the unsuited, complicated methods that people have suggested you before, like pathfinding ??? what ?

    it still boggles my mind how can a basic and fundamental function is not an official behavior.

    Yes you can achieve it using lerp but if I'm gonna spend time to write a few low-level events everytime I want to simply move an object I might as well learn coding and use a non beginner-friendly engine.

    Anyway, you can use an unofficial behavior called Litetween.

  • Hey guys,

    I was working for the past weeks on a UI system that makes implementing advanced GUI in C2 a breeze, I made it into a modular and flexible template; you also wont have to touch the event sheets to setup your UI; I'm testing it right now, I think everything works fine for now;

    Except when I embed my game in an iframe (so I can re-size the canvas) a weird bug occurs: sometimes the buttons of the "buy coins" list do not get pushed down, which is weird since the buttons of the items list do; This bug doesn't happen when I preview the game directly and not through an iframe.

    Feedback are welcomed !

    Here is the demo:

    http://servusdei.github.io/ (with iframe, notice the bug)

    http://servusdei.github.io/game.html (without the iframe)

    The "game" that you play is a mock game to showcase how all the UI components might be used together in real-life example.

  • What do you guys think of build.phonegap.com ?

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  • I just downloaded it; it's beautiful, polished funny and fun.

    Btw How did you made those platforms elastic ? the effect is really cool.

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  • Font color. Same issue here :

    I think am gonna delete this one.