ultrafop's Forum Posts

  • I like it

  • Hey!

    I'm wondering whether anyone knows of a good brand for wireless keyboards. I've gone through my second Logitech in 2 years, meanwhile my wired Saitek continues to work like a champ! Can anyone recommend something different than Logitech for a wireless kb?

  • So I get that C2 likes to load things as it goes. I've read that I should set up objects at the start of a layout and have them deleted to avoid stuttering when initially visible. Is there some way to avoid setting up all visual objects in that box and deleting them every single level? Is there a way to set objects - or even entire layouts - to preload?

  • EDIT: Tinkering in another project and got it working.

  • https://www.dropbox.com/s/ffru0h3v929bo ... .capx?dl=0

    EDIT: I think I've realized that this method just wont work for more than 1 or two keys. Once opposites are introduced, (up/down, left/right), they both end up travelling at 0 degrees. I'll spare the boring details about other things I tried doing using the global variable.

    I'm thinking that using key codes (for the inputs I'm using) would work best. I don't know how that would translate to a touch interface...

    My thinking would be to have duplicate sprites, one set that is pressable and one set that is not. When 2 are pressed the other two can be destroyed and spawn the unpressable ones. When less than two are pressed the unpressable ones can also be destroyed and spawn pressable ones.

  • Oh, nice!

  • Update:

    So I've managed to get a system working where:

    down/right and down/left neglect other inputs - however, I'm having issues making that work for other combinations. (So if there's someone more experienced that can see what I've done wrong here, please let me know!)

    I'm not really changing my method between combinations so I'm not sure why I'm running into this issue. I'm sort of stuck but maybe I'm on to something if a few inputs are working correctly?

    My method:

    I made a global variable called Touchable and set it to 3. (there is a text box I put in the layout to display this)

    I made the player a platform with default controls set to "no" (so we can get vector info)

    I set gravity to 0 (so the platform doesn't fall and can be pushed at different angles)

    When left/right/up/down are pressed subtract 1 from global variable.

    On any key released add 1 to global variable.

    Then I defined what inputs do (ie, which angle the platform moves toward, depending on whether global variable is 0 and what is pressed when it is 0. See my capx for numbers).

    Here's a link to my project folder. Choose "newproject" and not the other capx (which, somehow, was corrupted?)

    Also, it's not notated, sorry!

    https://www.dropbox.com/sh/o74rl6lz2du6 ... JTUCa?dl=0

  • I'm also relatively new to C2 so that may be a bit out of my depth. I'm going to try and make something (although, with my keyboard) and hopefully we'll get there together.

  • C-7 hey! Thanks for your reply and for your work! .... but it's already fixed. Also, regardless of what browser I was using the issue was occurring (regardless of whether I got an error, the fire images would not appear).

  • Ahh, so like: if these buttons are pressed ->disable other buttons sort of thing?

  • https://www.scirra.com/tutorials/202/to ... put-method

    If you're trying to do something like a platformer, you can always set the sprite to something like:

    on sprite touched - simulate platform pressing whichever direction - I don't see why that wouldn't work.

  • Cool - I just realized that my .scon file was not saved with the correct name *facepalm* -

    Thank you for posting, the link helped me retrace my steps.

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  • Hey all!

    So I made an animation set for my player box and it imported just fine and everything is working. I thought I had things mastered until I tried importing a temporary enemy I drew up and attempted to attach it an existing enemy sprite that works just fine (but looks atrocious). For some reason the spriter import (I call him Pat) never shows up. I've tried setting "patbox" to spawn his spriter animation on creation and then have the spriter fixed to imagepoints X and Y but nothing happens when I drop in Pat. I should say that Pat is initialized on a "monstermovement" event sheet that is included at the start of my layout.

    Is there a tut someone can point me to (aside from one focused on getting spriter to work for a playerbox) or does anyone have an idea about what could be going on?

  • I'm sorry to keep doing this but I just don't know why these gravity zones aren't working (My platform just jumps around like normal in non-relative zones, no matter which way the gravzone sprites are pointing). Any thoughts?

    In the original tut (in the first post), there is cox(gravzone.a)xvector - but when I type in the ".a" part C2 tells me "a" isn't an expression. I'm thinking that something going on there is holding me back but I can't find ".a" in the manual.

    Any help is greatly appreciated!

  • Hey, I don't claim to be an expert on this but since there hasn't been an update yet, here's a tutorial on pathfinding and LOS: https://www.scirra.com/tutorials/474/pa ... e-of-sight