justifun's Forum Posts

  • I see the biggest use of a plugin like this for couch co-op party games. There's a few out there already that use this type of multiplayer setup.

    One is Quiplash: http://store.steampowered.com/app/351510/

    and the other is Fibbage:

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    but there's so many cool game ideas that could use the same sort of mechanics.

    Imagine and RPG where the main screen is the dungeon where you encounter monsters, and each player on their tablet is an adventurer. You could design the game so that it encourages players to talk to each other and play off each other's characters talents etc. Each player could issue commands from their phone on when to attack/heal/buff etc.

    There's another game out there that i forget the name of, but its a spaceship game where each player is a different crew member. One player is responsible for steering, while the next is in charge of shields etc. Each player has a completely different set of controls on their phone screen to deal with. You all have to work together to make the ship fly.

    I can't wait to keep playing with this plugin even more.

    - Few thoughts.....

    1) Its spelled "Single" not "Signel" if you were trying to describe an action that takes place only once. Or perhaps you meant "Signal"

    2) also, i'm not sure in the joystick controller event sheet (event 4) where there's a condition "Action ="j"

    what's that being used for?

    3) Is there a way of having more than 4 actions and 2 singleactions in a project?

    Keep up the great work!

  • Naji - would you be able to make a video walking through how to make a basic plugin using your tool?

  • I'm sure this will be super helpful.

    I've always wanted to learn how to write/modify plugins for C2, and while i know a bit of javascript, what i really need is a series of video tutorials and someone to walk me through how they are setup etc.

    This will be a great tool to get a better understanding of the plugins.

  • Hi rexrainbow

    I'm trying to figure out which of your board plugins would work best for my situation.

    Imagine on a grid you can start dragging from a location, and it will highlight that spot. Then only when you drag up/down/left/right to a neighbouring grid space, that one will light up as well (unless its marked as unpassable).

    So you end up creating a path, but its not doing any "pathfinding". After you release the mouse button, an object would travel that path starting from where you started dragging.

    would a particular board plugin you have created simplify this for me?

    thanks

  • Keep up the great work OneMuppet

    I've had a lot of fun the last few days playing with it and coming up with game ideas.

  • Trying version 3 beta - I run node server.js and adjusting the IP in the event sheet. Then after starting the construct preview, it starts the game but no logs are showing up in the command prompt window.

    i tried disabling my firewall and also adding exceptions for port 50000, and 50001 like in the video.

    doesnt seem to connect to nodejs

    EDIT: ok im dumb. In case anyone else runs across this issue. Make sure you are running the "Start" layout first. duh. i was running the main game one.

  • I was never able to get the scirra gamepad plugin to work for the amazon fire tv to get gamepad/controller support for it. Were either of you?

  • http://evt.dispeak.com/ubm/gdc/sf15/pla ... 766078310c

    It was made in unity, but there's some good info on how they tackled making a complex 2D platformer

  • I'd love to give this a go too please!

  • I've noticed the latest version of chrome breaks any use of "Tiled Sprite" in game. It still works fine in the latest internet explorer, but not chrome. Anyone else experiencing this?

    Version 42.0.2311.90 m

  • Like this?

    https://www.dropbox.com/s/8rhepo8321wghfn/Capture.PNG

    On whatever

    (Erase tile range (Tilemap.PositionToTIleX(Player.X)-1, Tilemap.PositionToTileY(Player.Y)-1, Area 3 x 3

    adjust the area values to make a larger square of tiles around the players current position

  • In regards to your object count part of the question.

    You would want to add some sort of checking event each time the user drops a block into the editor.

    it would subtract the number of available blocks from the stockpile of that type of block. Then when it reaches zero, make that block type greyed out and unavailable to be picked.

  • edit: ok after looking back over your original question....

    Your screen shot works the way you have it setup, i got confused with there being 2 different Heart shaped sprites with different names in there.

    If you want to use the UID method you can, you just need to add the "picking" of the UID in a separate action line in order to target it as the one you want to change its opacity of.

    eg: On Sprite X Collision with SpriteY ->

    (sub event) SpriteZ.UID = (which ever UID you want to target) -> set opacity to 100

    By adding the "spriteZ.UID =" to a new sub event, you are telling which object for construct to find an make actions to.

    The more confusing part though is the way you might be going about trying to find an object to change its value of.

    Normally you would want to save the UID of the object you collided with , not the UID of a completely different object (SpriteZ).

    If sprite Z is just a healhbar or or something, then simply refer to it directly instead.

    eg: On Sprite X collision with Sprite Y -> add 1 to hearthbar

    You seem to be trying to change opacity of random other objects instead of one specific one.

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  • I believe you are running into issues with cross domain policies. Try reading up on that.

  • Farmville 2 is a unity game btw.