Kyatric's Forum Posts

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  • The icons are the same as posts in the forums.

    When you put your mouse cursor over your comment (overing) in the arcade you should see these icons appear as well.

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  • If both your monitors are the same resolution you can actually already do it.

    Instead of maximizing Construct 2, stretch it manually over your two monitors.

    Then take the event sheet you want to have on the second monitor and drag/drop it to the right of the layout view, it will create a separation in the UI.

    Move that separation to fit the separation of your monitors and you can use C2 on two monitors at once, having layouts/event sheets separated and yet displaying at the same time.

  • Your link to your file did not work in your first post.

    Otherwise, using the multiplayer plugin is explained through the four tutorials linked from the manual article and each one has a commented capx example delivered with Construct itself ("Browse example" in the startup page).

  • I don't remember having done such a tutorial.

    Also your capx contains cocoon related plugins.

    Possibly this is the reason it is causing such issues. The HTML5 version shouldn't try to use mobile features at all.

    Try to remove anything related to those in your code and remove them from the project and attempt to upload again.

  • That's a case where you might need to pin your player's image to your player's box.

    Sine movement from the behavior will happen after the treatment of the event sheet, and so your image already has been placed.

    To be sure though, consider posting a link to your capx to make it easier to investigate your project. Perhaps the issue lies elsewhere.

    As a new user you are not allowed to post links, although you still managed to

    You may want to check this topic to earn enough rep to be allowed to post links.

  • Your "On start of layout" event should activate the groups that need to be activated and deactivate the groups that need to be deactivated.

    In other words, your own initialisation of the logic of the event sheet as you expect it to work on start of a new level/layout.

    You can put all those actions in a function and call this function on start of the layout.

    In the same order of idea, you can "clean up" in the "On end of layout" event to disable groups that need to be disabled/enable groups that need to be enabled.

  • If you are still having issues, consider posting the capx of the current state of your project.

    It will be easier to investigate and provide accurate answers in regards to your project as it is made.

    I must admit that I'm a bit at loss with how exactly you are setting things, and indeed don't understand why you are not making a scrolling lke plinkie suggested.

  • Good question.

    As far as I can tell, there is no error set in the browser's console, so apparently all files are loaded as intended.

    Nevertheless, there is no content to your questions. All that is displayed is a blank space, so I guess you are using some data structure which is not getting the actual data.

    Are you using AJAX to get access to a distant server ? Or Project files ? Are you sure project files were part of your exported game ?

    Have you tried hosting your game as HTML5 anywhere else than in Scirra's arcade ? If so do you encounter the same issue ?

    Consider posting your capx for further investigation.

  • Using any fonts in your project

    Importing project files

    I have not tested it but it should work on mobile as well, shouldn't it ?

  • If I understand correctly the issue you mentioned at first, you want the bullet to be destroyed when it reaches a certain destination, right ?

    The issue there is that the event doing so is a sub-event of the spawning of the bullet (which cannot logically work if the destination is on the other side of the screen).

    What you want to do is separate that event, and also define a range instead of an absolute destination (most of the time, your bullet won't be going through the EXACT X and Y position).

    Lastly you want the bullet to "remember " those coordinates.

    So in the end you would have something like that instead (where destX and destY are instance variables of Sprite2 :