andreyin's Recent Forum Activity

  • No, your files are in the package.nw file. Rename it to package.zip to open it up.

  • Hello, when I go to export in NWjs I want to export only for Win64 bits.

    Is it possible to configure this in some file of C2 or NWjs ?.

    on your NWjs install folder, just delete the linux/OSX/Win32 directories. If it doesn't work, just delete the Linux/OSX directories. You'll get an error when trying to export, but it will still export to Windows just fine.

  • Rex is not going to solve this, it will no longer invert its time in code C2 or C3.

    Maybe someone could look into the code of this behavior and solve that problem?

    Oh, I had no idea. :(

    I tried looking into the code and messing around with it a bit and I think I know why this is happening, but I'm not savvy enough to fix it. I *think* the way this plugin works is that it tries finding the first avaiable free position to push the object in that direction using what rex calls a "8-direction spiral scan", so depending on where you're colliding with the object, it pushes you to the first available free direction.

    // 8-direction spiral scan
    		while (dist <= max_dist)
    		{
    			switch (dir) {
    			case 0:		dx = 0; dy = -1; dist++; break;
    			case 1:		dx = 1; dy = -1; break;
    			case 2:		dx = 1; dy = 0; break;
    			case 3:		dx = 1; dy = 1; break;
    			case 4:		dx = 0; dy = 1; break;
    			case 5:		dx = -1; dy = 1; break;
    			case 6:		dx = -1; dy = 0; break;
    			case 7:		dx = -1; dy = -1; break;
    			}
    			
    			dir = (dir + 1) % 8;
    			
    			inst.x = cr.floor(oldx + (dx * dist));
    			inst.y = cr.floor(oldy + (dy * dist));
    			inst.set_bbox_changed();
    			
     overlap_inst = this.get_first_overlap_inst(candidates, overlap_inst);
    	 if (!overlap_inst)
    		 return true;
    		}

    I'm going to try messing with it a bit more to see if I can just stop the player altogether instead of pushing him to different directions.

  • If anyone is interested, I'm probably going to end up using rexrainbow's push out of solid behaviour:

    c2rexplugins.weebly.com/rex_pushoutsolid.html

    It's not a perfect solution (it seems there's a weird bug that I talk about here: construct.net/forum/extending-construct-2/addons-29/behavior-moveto-40701/page-28 ) but at least it doesn't allow my players to overlap each other. Since the players are 16x16 it's almost unnoticable anyway.

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  • This error seems to only occur towards the left side.

    Like I said in the first post, there are different errors depending on the side. Left and Up makes the player warp like that, but Right and Down makes the player exchange positions if both are moving in the same direction.

  • 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!

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andreyin

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