GeometriX's Recent Forum Activity

  • Do I go to the dxwebsetup?

    Yes, install that.

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  • Your condition says "on key pressed" - that's a single button press. So the player presses a button once, and a single action happens because of it. If you want to read a continued button press, you need to use the action "is key down". This is an important difference to know and understand, as events in Construct are either based around single or continued triggers.

  • The Wii U exporter already exists, but you don't get it with Construct due to Nintendo's stringent developer control. If you get approved as a Wii U developer, you can download the exporter from their devs-only site.

    The details are here: https://www.scirra.com/blog/135/announc ... -for-wii-u

  • Surely it shouldn't matter what the key code is? If you're saving the configured key code to a WebStorage value, then all you need to do to recognise it is pull up that same code in the events.

    So something like Keyboard: On key code pressed (int(WebStorage.LocalValue("KeyUp")) -> Simulate jump.

    In the options screen where the keys are configured, use Keyboard.StringFromKeyCode (int(WebStorage.LocalValue("KeyUp")) to show what key each key code represents (the "Up" button in this case).

  • I agree that there should be some prepackaged particle effects, or at the very least an easier way to reuse them (I've asked for this before), but it doesn't take much to make your own complex particle systems if you start with a simple soft round blob like this:

    Start with a particle larger than you'd need so it can be scaled freely, and throw in a few WebGL effects and experiment with blend modes to create interesting effects and colour changes.

  • Hah, I guess you're right. May peace and harmony reign

  • Wow, Lordshiva1948, overreaction of the century. Please don't think that you speak for anyone but yourself.

    Lilvee was simply asking "hey, isn't it true that people could steal my game if I post the capx?" It's a totally valid question, and this is not the first time this issue has come up. Nor will it be the last time the issue comes up. There was no accusation, just a perfectly acceptable newbie question met with a harsh and overblown reaction.

    Lilvee, when people ask for a capx, it means that they cannot guess your problem, so they need to see it for themselves. If you're worried about someone stealing your game or assets, create a duplicate capx that has all of the other content stripped out, and only has the issue that you're asking about. Actually this is a far better practice anyway: doing so makes it easier for other people to work through your code, and it often has the side-effect of forcing you to take apart your code and sometimes fix it in the act of doing so.

  • This is definitely possible in Construct. I actually just posted a thread about this, along with an example of some crazy indoor parallax scrolling usage:

    For your purpose (creating a vast outdoor scene), you just need to create a number of layers with gradually decreasing parallax. Then play and tweak constantly. This sort of "technical art" requires a lot of practice.

  • If you export to Node-Webkit with Kiosk mode enabled (available in one of the recent releases), it'll disable the maximise/minimise controls for the window. Then, use the NW object's maximise action.

    Oddly, though, Kiosk mode is meant to force fullscreen on its own, but for some reason the C2 implementation doesn't seem to do so without that event.

  • Release r180 added the platformer changes. It's a beta release.

  • Here's a total rework of the events. Using UIDs to keep track of everything is key when you're dealing with multiple instances like this.

  • You're using a pretty old version of Construct. Download the latest version; recently double-jump and jump sustain were added to the native platformer behaviour.

    PS: Your project is a mess! Get some folders in your object list, change your sprite names and set up event groups before you lose your mind trying to fix organisational issues later down the line

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GeometriX

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