DexRage's Forum Posts

  • Hi all,

    I'm thrilled to share that I finally managed to release my solo-developed game, "Incessant." Your unwavering support and guidance that I've received over the months have been instrumental in bringing this project to life.

    I hope you all get the opportunity to play it. Thank you once again for being an integral part of this journey.

    Game Link:

    apps.apple.com/us/app/incessant/id6452398808

  • did a little more digging on this topic. looks like this issue was discussed.

    according to it, it's mentioned that this is a hardware issue!

    construct.net/en/forum/construct-2/beginners-questions-19/register-multiple-key-presses-101234

  • Thanks for the tip,

    just tried it, it doesn't seem to work :(

    Faced the same problem as before, it seemed to recognize some inputs but not all.

    I even tried mapping it to other keys. No matter what, the same thing happens.

    Have linked the test Project below for your reference.

    drive.google.com/file/d/113innZMRmaHqY76A0oCm6w5LkbnoLegl/view

  • Hi,

    For the 8-direction controller, when the player presses the → & ← or the ↑ & ↓ simultaneously, the controller stops moving.

    Like this, I'd like to implement a system where if the player presses the → ↓ & the ↑ buttons simultaneously, or any combination like this, I want the controller to stop moving in any direction.

    Basically, if the player presses 3 or more movement direction keys, I want the 8-direction controller to stop moving. Is that possible?

    I tried implementing this with the help of a variable. For example, If the player presses 3 or more direction keys, a variable will return "o". When this happens, I plan to disable the 8-direction controller.

    The issue is that it seems to recognize when I press ←, ↓, → keys at the same time. However, if I press the →, ↓, ↑ keys, it doesn't seem to return a value.

    Following is a screenshot of the event system I implemented. hope some one can guide me on this. Thanks for your time.

  • Thanks for the Update, I think I figured out a way I can make it work for my use case.

    I just had to place the "is not overlapping" section in the group and then deactivate it when "Sprite C" collides with "Sprite A".

    Following is the screenshot of this.

    Thanks once again for the support. Greatly appreciate it. :)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This is exactly what I was looking for. Thanks for bringing it to my attention.

    I never knew things like this existed in construct 3...

    One issue..

    Though I understand it on a concept level, After experimenting with the reference you provided, it's still not that clear on how best I can make use of this feature. Can you provide me with a more clear example?

  • Just tried, doesn't seem to work :(

    Have shared the test project file below. Can you take a look and let me know what I might be doing wrong?

    drive.google.com/file/d/140KMZJ8rxJ5yTQgARFHYjXA8wpvjO0Qc/view

  • Yes, until the end of the level, I would like "Sprite A's" Sine Animation to be disabled forever.

  • Hi,

    I'm stuck with a simple problem. I'm trying to implement a system where, when "Sprite A" overlaps "Sprite B", the Sine Animation that I added to "Sprite A", gets disabled and then gets re-enabled after 2 seconds.

    At this time, before "Sprite A's" Sine Animation gets re-enabled, Say a different Sprite "Sprite C" collides with "Sprite A", I want Sprite A's" Sine Animation to remain disabled.

    Does anybody know how I can achieve this?

    Following is a screenshot of the event system that I developed for this. it doesn't seem to work As intended. no matter what, It keeps moving. Hope someone will be able to guide me on this. Thanks in advance.

  • Hi, I'm working on a ball physics game, for this, I'm trying to implement an obstacle where when the ball (the player) overlaps it, It needs to pull it to its center point smoothly.

    From what I researched, I found that this can be achieved using either the "Apply force towards position" or "Apply impulse towards position" methods but not been able to figure out how exactly to do this.

    Following is a screenshot of what I managed to achieve till now.

    Can someone help me figure this out?

  • Hi. Jase00, Tokinsom, Thanks for sharing your thoughts. wasn't sure if anyone will respond to this post.

    Jase00 I tested it out as you mentioned, doesn't seem to work :(

    Tokinsom I think you are right, as soon as I switch over to 2.4ghz mode on PC, while running my project, the controller seems to work instantly. haven't had the opportunity to test this on Mac yet though. If I try to connect my Nintendo Switch joy-cons over Bluetooth, they also seem to connect instantly with no issue.

    Guess I would have a similar outcome if I try to connect a PlayStation or an Xbox controller over Bluetooth.

    When I faced this issue originally, I thought maybe I messed up setting up some kind of settings in my project.

    Thanks for clearing things up :)

  • One more thing, forgot to mention. I tried testing with my Nintendo switch joy cons. Surprisingly, they both seem to work perfectly on my project on both windows and mac when connected over bluetooth.

  • Hi, I'm currently encountering an unusual issue regarding my "8bit ultimate controller" gamepad when connecting it via Bluetooth.

    The controller functions flawlessly on my project when it's connected via its 2.4g adapter. However, if I attempt to switch to its Bluetooth connection, it stops working on my project for some reason. The strange part is that the controller works perfectly over Bluetooth when using it on Steam's big picture mode or playing other compatible games.

    This problem persists in both windows and mac systems. Can someone help me figure this out? Thanks in advance.

  • Yes, This is what I was hoping for. Thanks for the help :)

  • Hi, is there any way I can bring the value of a global variable to a particular value over a period of time? For example, say I have a global variable “A” with a value of 50. On click, I would like to bring this 50 to 35 within a period of 5 seconds.

    I would like this event to be structured in a simplified and reusable manner no matter what destination and time I may determine in the future. For example, instead of bringing it to 35, there might be a point where I may like to bring it to 75 over a period of 10 seconds. Hope someone will be able to guide me on this. Thanks in advance.