Kyatric's Forum Posts

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  • There's a french saying that once roughly litteraly translated goes like this:

    "Never better served than by oneself"

    I liked the little peak thrown at "huge corporations with thousands of employees [who] don't know how to write drivers" <img src="smileys/smiley4.gif" border="0" align="middle" />

    Now let's wait and see Nvidia's support's reaction.

  • Is acer the brand of your laptop ?

    If so, the driver should be one in the "VGA driver" section, probably one of the "ATI" (vendor column) (probably the last driver of the list, as its version seems the higher, and its release date the most recent)

  • AJAX object is there for such communication.

  • Multitouch is not well supported atm and will be enhanced later in future releases.

    Ashley's post about this issue

  • Follett: C2 exports a single JS file (which can even be minified) and acts as a "single application". I mean, objects are sealed and will work only within the context of the C2 application, it is likely that you can't use functions from the app in your page, and in the same idea you can't program function in your page and use them in the application.

    Either you program all your application in C2 and export as a "single application" that you embed in your page with no other interaction then displaying it, or you fully program your game in JS, out of C2, and then the C2 application has no way to access/use said code.

    Edit: a last resort could be the use of ajax (to get informations from a database for example) and to program a quick C2 plugin that would execute JS' "eval" function. This way you could feed JS to the plugin and have it executed in the context of your app.

  • Due to this fact I searched the whole forums to gather information?s, of what will be the next features up on your way for integration in Construc2 but to my pity I failed to find a "roadmap" or a "what?s next" information table.

    Next thing to be added will probably be "families" as voted in this poll

    So I will try it this way to gather information?s and ask 3 questions to you.

    1. Will there be an internal code editor be on its way?

    This topic might be of some help, C2 is designed to be "code-free" as much as possible.

    But...

    2. Will there be a import function for external JavaScript libraries

    ... you can already code plugins in JS. In those plugin you may "insert" a JS library (I did it for the hashing plugin (this plugin is not up to date with r57) and the pathfinding behavior (provided with C2)).

    For the plugins, I put the "library" code within the plugin.

    Else "library integration" is pretty much a "<script src=" line in your exported index.html

    (more infos about the exported html)

    (also I'm not related to scirra, just 3rd party plugin dev and CC/C2 enthousiast)

    3. Will there be a isometric API support or integration in the near future?

    It's likely that the answer is no (as in not in a near future). As answered to question 1, Ashley's working on "families" and you can see the options he provided in the poll.

  • Instead of using the set position action, use the "set visible" action.

    Put it to "invisible" value.

    The player won't see the cursor, but it will stand in position, and collision check will still work.

  • It should work.

    In your event sheet you have currently an event "on left button clicked".

    Create another event (right click in the event sheet, not on the current existing event, add event)

    + nave is overlapping cursor

    => Set nave.bullet speed to 0

    This condition should be on the same level as "on left button clicked".

  • C2 plugins and behaviour are coded in javascript.

    HTML5 exported application is exported in javascript.

    But, atm, you can't (and don't really need to) use directly javascript into event sheets the way CC integrated python.

  • How does one zoom a layer? I looked all over the place, couldn't find anything.

    Action system-Layers => Set scale

    Check the inline help (within the actions window) for use.

    Also, (I doubt there is) but is there an easy way to 'pause' a layer or a section of the game? (e.g. if I want a pause screen or an inventory to come up)

    A little search for the word "pause" on Construct2 general and "How do I" sections would have brought you the answer :

    http://www.scirra.com/forum/how-to-pause-a-game_topic44747_post280297.html

    http://www.scirra.com/forum/cant-pause_topic44633_post279603.html

  • "index.html" is the "entry point", the file which public url you give away so that others can play/use the exported C2 application.

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  • "On start of layout" works for me to, but try to change it to every tick or every 1.0 sec... or add a Mouse: On Left button Clicked - > Add 1

    Indeed, in r57 and using my previous capx, replacing the start of layout event, every tick and every X sec seem to just run once. The var gets set, but don't change afterwards.

    Left click was already a known issue.

    Same thing happens with a keyboard event.

    glob2loc_var2.capx

    Variable3 was created as a local variable in the group directly.

    But in the end, isn't that the supposed behavior ?

    I mean, each time the group gets called/executed, the local variable is "reset". If you want an increasing counter, have a local variable out of the scope of the group (a containing condition and/or group for example) or just a global variable.

  • + On key pressed UP

    => set player animation to "meleeattack" (from beginning)

    => set player angle to 270

    + On key pressed RIGHT

    => set player animation to "meleeattack" (from beginning)

    => set player angle to 0

    + On key pressed DOWN

    => set player animation to "meleeattack" (from beginning)

    => set player angle to 90

    + On key pressed LEFT

    => set player animation to "meleeattack" (from beginning)

    => set player angle to 180

    Set its angle to 0 on pressing the right arrow key, and 180 when pressing the left arrow key....and expand.

    Since I suppose "original legend of zelda" is topview.

    If not, don't change the angle, but make 4 animation corresponding to the 4 direction, and set the correct animations to the correct key pressed.