andreyin's Forum Posts

  • I think this is a problem:

    If you turn off the door collision, this whole even block here you check if the player is colliding with the door will be unusable (since the door has no collision, the player is unable to collide with it).

    That being said, I'm not sure why but it works just fine here. Pressing O in the front of the door makes the house disappear in 1.6 seconds.

  • I don't understand at all. What do you mean by "connect them"? If you use that tilemap in C2 it should work just fine.

    edit: oh I think you mean auto-tilemapping? C2 doesn't have that so you have to draw the right tiles yourself. You can also use Tiled (C2 can import Tiled files just fine) and Tiled does have an auto-mapping option, but you have to set the rules for it manually and it can be somewhat of a pain.

  • Hi everyone,

    Using the 8-direction movement with solid objects seems to bug it out a bit if the walls are too thin (at least 16px).

    Steps to reproduce:

    1. Add 8direction and solid behaviors to 2 objects

    2. Add a tilemap (so you can have walls, but any solid will do) that has 16x16 tiles

    3. Add controls to both objects

    4. Hug any wall with both characters and make one of them block the other from behind

    5. Either hold the same direction for both objects, or if nothing happens, try to move backwards with the object that's hugging the wall.

    CAPX example:

    Use WSAD to move one player next to a wall. Use the arrow keys to stand behind that player. Release everything and use WSAD again to try and move backwards, into the other player that's blocking you.

    If you were hugging a wall on your left or above, the player that's closest to the all warps all the way around it.

    If you were hugging a wall to your right or bottom, the players can't even hug it - they'll start warping between it each other.

    Here's a gif showing it:

    And here's a capx:

    1drv.ms/u/s!AuQM7MihYyx4joAMfqNNPaNwvrAKTA

    Note that this does not happen if the objects and the walls are at least 32px by 32px.

  • Remove Pushoutdolid and set background solid behaviour and see if that works.

    It would be pointless for me, the reason I'm using this is because I'm having a weird bug with the default solid behavior if the objects also have the 8-direction movement behavior..

  • I've been using r259 without any issue. Can you post an example capx?

  • rexrainbow

    Hey rex! I've been using your push out solid plugin and it works great, but it's kinda wonky depending on the direction. I've made an example capx:

    1drv.ms/u/s!AuQM7MihYyx4jf5uOiFeT8ty1jbbWg

    As you can see, if you try moving downards into the wall, it works correctly. But in any other direction, it moves the sprite in a different angle (if you try the left wall the sprite moves up, if you try the upper wall the sprite moves left, if you try the right wall the sprite moves downwards).

    Am I doing something wrong?

    Thanks!

  • actually just looked and you can upload a ZIP per depot. so basically you build your shit out, zip it then upload the zips through the web interface in steamworks. Definitely worth a try!

    WHAT!! I had no idea this was possible, would save me a ton of time of setting up steamworks, wow! Thanks for the tip!

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  • Here's a mirror for the canvas plugin:

    1drv.ms/u/s!AuQM7MihYyx4jfgROH1bpMA-N9GgTQ

    Edit: I just heard this is an older version of it (2014). Apparently there's a newer one I don't have.

  • PlayerEmers

    Here's a link for the last version that was released:

    1drv.ms/u/s!AuQM7MihYyx4jfgQ1cLpmH9VaTzm_w

  • andreyin here is a new Link, example file included:

    https://www.dropbox.com/s/6e45lxzataziwyt/orun.zip?dl=1

    Thank you!

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  • Does anyone have a mirror for this plugin?

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  • Try using repeat and setting it up like this:

  • Like Chadori said, a spritefont only uses characters you've assigned to it. If you want full support for all characters you're better off using webfont that supports these characters.

    The same would happen in any game engine or game for that matter. When old games were localized the devs removed Japanese characters to make way for English ones.

    The game I have on Steam supports tons of languages, so I had to add each character used in these languages to the spritefont. In my case I even support the Chinese language. To do that I asked the translator to send me every character used along with the translated dialogue, so instead of adding all possible characters to the spritefont, I only used those that I knew were necessary - still it was a LOT.

    imgur.com/a/LuzMxSS

    But for name input, there's no way out I think. Your best bet would either using webfonts, or making a keyboard in your game that showed the available letters that the player can use.