TackerTacker's Recent Forum Activity

  • Hi bilgekaan

    I had a look at your great demo and found 3 bugs.

    All have to do with ladder and charakter animation, they are easy to reproduce so it shouldn't be to hard to fix them.

    All bugs are found in this particular demo in the first level http://td2tl.com/scirra-store/super-platformer-engine-v1-1/

    (I don't own the template so I don't know if this bugs are still in it or not)

    1. Go up the ladder while holding down the left button. The charakter doesn't face the direction he's moving. The same is true if you jump down the ladder while holding left.

    2. If you start all the way on top of the ladder and climb all the way down (not jumping off) you'll be unable to move left or right for a certain time.

    3. If you shoot an arrow while you are on the ladder than press up to grab the ladder again before the charakter touches the ground you'll be stuck in the ladder climbing animation till you shoot another arrow.

    I hope it helped and that it is a easy fix.

  • The group "for testing" is only for getting the keycodes, it doesnt bind keys to anything, it just sets the variable "keycodeCheck"

    1. Press a button or key ingame to get the corresponding keycode of it. You can see the keycode when you watch the variable "keycodeCheck" in the Debugger.

    2. Once you know the keycodes you can create variables for all your controls (Jump/Attack/Dash) and assign default values to them (the keycodes of the keys/buttons you got in step 1.) This will be the standard Keybindings the game starts with.

    3a. (this is the easy way) All you have to do from here is building a menu where the player can either press a button/key to assign a key to an action (jump)

    3b. or he can choose from a list of available buttons/keys.

    In this case you would need a list of all keys/buttons and there corresponding keycode, maybe saved in an .xml file.

    4a. when the player pressed the button/key you can get the keycode with the expression "Keyboard.LastKeyCode" for keyboard or "Gampad.LastButton(gamepadIndex)" for gamepad. Set the variable for the action (jump) to the keycode

    4b. Like above but instead of pressing a button the player would choose a button/key from a list.

    example jump button/key.

    you want the standard jump key to be spacebar on keyboard and A on gamepad.

    Use the "for testing" group stuff to get your corresponding keycodes. (spacebar= 32 A=0 ...i think )

    create variable "keyJump" and set it to "32"

    create variable "padJump" and set it to "0"

    Give the player a way to choose the own button/key 4a or 4b

    set the variable "keyJump" or "padJump" to the new value "n"

    I hope it helps.

    I would highly suggest to pick the "a" route, where the player has to push a key to assign it. It's mutch easyer to implement and more convenient for the player.

    But maybe i still totally misunderstood what you want

  • I think this is pretty self-explanatory.

    If you have trouble with it nonetheless, just holler at me

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  • ArcadEd Haha ... Yes you did

  • Tokinsom you referred the editor "Tiled" before.

    Couldn't you just use Tiled to layout your levels and load it into c2 via json?

  • The tilemap plugin could use alot more functionality.

    • save additional data per tile
    • pop and push, like arrays. Maybe reverse and sort too?
    • a for each tile loop and a for area loop (start at x,y for width,height) <-- would be usefull for arrays too

    (I know you can do all of this with functions and array combos but especially in case of handling big data like arrays of tiles/data it is good to have efficient low level implementations )

    But i dont see that happen as long as Ashley doesn't get some more help with development. I don't know how he managed to develop c2 on it's own in the first place, but now that he develops c3 and has to take care of c2 on the side

  • I'm curious if anybody else is bothered by this ...or if I am the only one ?

    Shouldn't it be like this ?

    I noticed it a long time ago but just worked with it.

    Today i thought i search the forum but didn't find anything.

    Now I wonder if I missed a concept, or thought about arrays the wrong way all the time ???

    so...

    Is this correct ?

    Is it a bug ?

    Did someone else notice?

    Am I the only one that's thrown of by that?

    ...can we pls change it ?

  • goblynn93 I don't know if you ever found an solution or not but I just faced the same problems. For the next one who is searching for it... here is how I did it.

    http://i.imgur.com/VzBowpY.png

    You can get the folder path with the NW.js plugin expressions "NWjs.AppFolder", this will return the path to the install folder of the .exe once exported.

    For test purposes you can set the "pathToApp" variable manually to your project folder.

    After you exportet your project you have to manually create the folder "yourFolderName" in the win32 and win64 folder (the same folder where the exported .exe files are located) and put the images in it. I dont know if this works with osx and linux, because I have no way to test this (if some one does let me know if it works ). But osx has a "Resources" folder and i guess you can put the files in there no problem.

  • Oh, that is great. Thank you.

  • rexrainbow

    Thanks for trying , i'll go with the sprites then.

    When i disable collision and visibility of the sprites it shouldn't be too bad.

  • rexrainbow

    Sorry, I'm not sure if i understand what you mean?

    I made a .capx that shows what i wan't to achieve.

    But I want to achieve the same thing without using the "EdgeBlocker" sprite.

    Because I fear that the EdgeBlocker sprites can have a performance hit when the levels get bigger.

    If this isn't possible without using the EdgeBlocker sprite I'll do it with them.

    btw it's super fun to play around with this addon

  • Great addon as always

    Can you make this work with the official tilmap plugin?

    Or is there a way to make it work already?

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