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  • nimos100 You are right. Did a test and it didn't work.

    The only thing that worked is what Turing was mentioning befor with the different cell or border sizes.

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  • Wouldn't it be possible to have one obstacle map with different values like this

    The ship has value 1 as obstacle and the tank value 2 and 3

    1=land

    2=water

    3=building

    Or isn't that already possible if you use path cost ?

    ship path cost for land = positive infinity

    tank path coast for water and building = positive infinity

    but i dont know if that would be efficient or not

  • The one jump where you "glitch" through the whole stack of tiles you are very close to the left edge of the stack, I think you landet on the blocks to the left and jumped again.

  • Hi ThePhotons, if i start the default pool example with NW.js formerly known as node.js this is the error message i get.

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

    I hope that helps fixing the issue.

    • Edit -

    I figured i add a link to the edited project as well for convenient further testing

    NW.js_poolDemo.capx link

  • I can confirm... it's a great Stream with great people.

    If you haven't already I definitely recomend you come by and say Hi.

    Btw just so people know who i am. On Twitch im TackerTacker

  • Lunarovich are you still actively working on this plugin, or did you abandon it ?

  • Hi

    Either I don't understand how the priority of buffs work or they are broken.

    NR1 Expected result when priority is bigger or equal 0 :

    • 1st time Button A is released ===> (sum = previous result of sum+buff) ===> 11(sum) = 10(previous sum) +1(buff "HP UP")
    • 2nd time Button A is released ===> (sum = previous result of sum+buff) ===> 12(sum) = 11(previous sum) +1(buff "HP UP")

    11,12,13,14,15,16... and so on

    NR2 Expected result when priority is less then 0 :

    • 1st time Button A is released ===> (sum = base+buff) ===> 11(sum) = 10(base) +1(buff "HP UP")
    • 2nd time Button A is released ===> (sum = base+buff) ===> 11(sum) = 11(base) +1(buff "HP UP")

    11,11,11,11,... and so on

    But in both cases I get the result of NR2

    Is the Behavior broken or do I expect the wrong results ?

    Thanks in advance

  • 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

  • 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?

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