dop2000's Forum Posts

  • Here are a few issues I found:

    1. "Inline code" tag messes up formatting in the code (removes line breaks), or maybe I'm using it wrong? There is no explanation about it. And why do we need four different buttons for code anyway?

    2. Image upload doesn't work if file extension is in capital letters (file.JPG)

    Also, there should be some hint on how to insert uploaded image into message. I figured it out eventually, but many people wouldn't.

    3. I posted quite a few comments today and the captcha has still not disappeared. Instead, it became even more annoying - it now asks me to select images..

    4. Follow Topic button doesn't seem to work.

    5. Word wrapping in Firefox not working.

    And I really hope formatting and links in imported posts will be fixed soon.

    Not being able to access links in posts like this list of plugins is really frustrating.

  • Whoa, your question is too broad.

    You can save level data to a database or upload to a server.

    But I suggest you start with creating a local game editor first, and then upgrade it for online.

  • Your animation names are wrong.

    In Construct angle 0 is on the right, angle 90 is down, 180 is left and 270 (or -90) is up.

    So when your sprite is moving in direction between -45 and 45, it's moving to the right, so the animation name should be "right".

  • when you select "between angles", you should see three empty fields:

    Angle, First angle, Second angle.

    In "Angle" field type your sprite name, followed by dot, followed by 8direction, followed by dot again, followed by MovingAngle....

    Just note that these events should be nested (be sub-events) under the parent event: "Sprite 8Direction is moving".

  • So what exactly is the problem? You can start Intro and Main music at the same time, immediately pause Main music and when Intro ends, unpause Main.

    Audio Play "Intro" with tag "Intro"
    Audio Play "Main" with tag "Main" (looping)
    Audio pause tag "Main" 
    
    Audio on "Intro" ended -> Resume "Main"
    
  • Use Timer behavior on the spawner sprites. When an enemy is spawned, set isBusy=true and start the Timer "MakeAvialable".

    Spawner On Timer "MakeAvialable" -> Spawner set isBusy=false

    See this example I made for another post some time ago:

    dropbox.com/s/0jptlam49u7ugse/spawningDemo.capx

  • No, you don't have to activate "Set angle"

    Look at my code, it checks MovingAngle, not sprite.angle

  • There is nothing difficult about it.

    Make an invisible sprite PlayerBox with platform behavior.

    Make another sprite PlayerSkin with all player animations and Pin behavior.

    Pin PlayerSkin to PlayerBox on start of layout.

    Use PlayerBox in all events related to Platform.

    Use PlayerSkin to control character appearance.

    For example:

    PlayerBox On Jump -> PlayerSkin set animation to "Jump"
    On Left key pressed -> PlayerSkin set Mirrored
    etc.
    

    I'm sure you can find many examples in Tutorials section:

    scirra.com/tutorials/all

  • I don't understand your problem..

    Are you saying that "28,F" should come before "248,H" in sorted array?

    This is happening because you are sorting string values.

    If you want to sort by numbers, I suggest you make a 2D array, put numbers at Y:0 and letters at Y:1, then just use the Array Sort action.

    Note, that in this case numbers and letters will be stored in different array elements. If you need to combine them, you'll have to do this:

    Array.At(x,0) & "," & Array.At(x,1)

  • Have no idea what pixel rounding has to do with grid movement, but ok :)

    Add different frames or animations for character facing left/right/up/down and then use something like this:

    Sprite Is moving
     System-> Is between angles -> Sprite.8Direction.MovingAngle between -45 and 45 : Sprite set animation frame 0
     System-> Is between angles -> Sprite.8Direction.MovingAngle between 45 and 135 : Sprite set animation frame 1
    
    etc.
    
  • MoveTo addon is the easiest way to move on the grid. Find it here:

    c2rexplugins.weebly.com/map.html

    On pressed key determine screen coordinates of the destination tile and use MoveTo to move your character there.

    There is also rex_grid_move plugin, but I don't know how it works.

  • Issues 1 and 2 are from incorrectly positioned Origin point and wrong collision polygons in frames.

    Ideally Origin point and collision polygon should be identical for all frames in all animations.

    A very common approach is to use an invisible sprite (simple box) with Platform behavior for controlling the character. And pin your character sprite with all animations to that sprite. Then you will not have all these issues.

    Question 3 - here is a good example of managing animations in platformer:

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • What do you mean you can't find jump?

    Press Up key and the character will jump. If you are using custom controls, use "Platform Simulate Control: Jump" action.

  • WackyToaster

    Could you recommend a good reliable server to get the time from? And how do you do this - with some JS script?

  • I'm not a fun of the new design either, hope it will get improved or customization options will be added.

    But the design doesn't bother me as much as the fact that lots of old posts are now unreadable. Thousands of code examples, links to projects and different resources, tutorials, screenshots - tons of very useful information collected over almost 10 years - all this is now lost??!