andreyin's Forum Posts

  • R0J0hound

    Hey, sorry to bump this old thread but I've been looking into map generation and I loved your code, it does exactly what I want. I've been studying it so I can update it to use tilemaps instead of saving every wall to an array, but some parts got me really confused, like this one:

    <img src="http://i.imgur.com/eXQXBib.png" border="0" />

    How are you adding booleans like that?? D:

    Also thanks for the help!

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  • OH wow, are you remkaing Akuji on C2? That's awesome :D

    Nice effect too!

  • You can open projects you saved in new versions using old versions, just save it as a project (not as a .capx), open the .caproj file and edit this line:

    <saved-with-version>15500</saved-with-version>

    Of course, in your game it must be 15600 or something.

  • gbataille

    You mean the .js code for it? It's at

    C:\Program Files\Construct 2\exporters\html5\plugins\tilemap

    Or wherever you installed C2.

  • Burvey

    Can you post the simplified .capx so people can just download it and test?

  • I'm still on Win8 and it works.. dang, wonder if it's broken on 8.1?

    Can you reproduce it by making a simplified sample .capx?

  • The problem is that if you manually set the animation speed, it'll take positive values as a "forward speed" and negative values as a "backward speed". I'm not sure if this is a bug though..

  • LittleStain

    Oh, sorry, my mistake! I checked it now, that's really cool! I'd just change the speed the car turns in the car behavior, but every other one is fine :)

  • The developers of Game Dev Tycoon and this plugin posted about it in here, but I can't remember what thread it was. You can probably find it by using search, though..

  • The analog itself works really well, but the movement it sends seems pretty limited (the sprite can only go to 8 directions instead of the whole analog range).

    I'm not sure if it's meant to be like that, but you could check the distance of the analog to see how far it is, then translate to the character speed by using distance(spritebase.x,spritebase.y,spriteanalog.x,spriteanalog.y).

    And about the direction, you can use angle(spritebase.x,spritebase.y,spriteanalog.x,spriteanalog.y) to have the character sprite also point wherever the analog is at.

  • You can check for walls on the left/right using the platform behavior.

    Example: dl.dropboxusercontent.com/u/2383513/linkedOUT/lemmings-likemovement.capx

  • If you buy it on Steam, the license is tied to your account so you need to install Steam if you want to get it, no matter on what PC you are.

    I think this is true for all software there, but I'm not sure..

    The Steam version has some bugs related to the steam API I think, and yeah, it has some problems with crashes and all. I'd advise buying the version on the site, sometimes there are sales here too (wonder why isn't there a xmas sale or anything though..)

  • Well, business is not friend with Xmas.

    It is though! Hahaha

  • Really interesting, but keep in mind they're probably after they're probably after games that will run just fine on a mobile device:

    <img src="http://i.imgur.com/9ccheCz.png" border="0" />

    Might try sending them a game I have here but I'm not sure if it runs well on mobile devices directly from the browser..

  • The problem is that since it's in a loop, you're basically only checking for each controller every 25 seconds (I think).

    You could use some sort of cooldown (either a timer behaviour or a plugin) together with the loopindex. Wish I could help more but I don't have two controllers anymore, I'm afraid ):