justifun's Forum Posts

  • Do you have a link to some?

  • winkr7 - stick in in your construct2/effects folder

  • lucid

    The link on the first thread on "how to import your spriter characters is broken"

    http://www.brashmonkey.com/forum/viewto ... =3&t=15628

  • Make an invisible box object that follow your mouse around, and have magiccam point at that instead

    every tick -> set position "box" to mouse.x, mouse.y

    Also, you want to put your sprite, and gun sprite in a container together, so that when one is destroyed, everything else in the same container is destroyed.

  • System (Every 5 seconds) -> Play "Sound_Variable"

    *Make sure your variable is set to "text" and the value is just the name of the sound file, without the extension

  • First off, you could simplify all 100 sound checks into 1 event.

    Also check out the action "Wait for Signal" to see if that will do what you are trying to replicate.

  • The tilemap.positiontotilex(sprite.x) and tilemap.positiontotiley(sprite.y) will tell you which tile the sprite collided with.

  • So basically upon each time the bullet collides with a tile thats in a state you want to do something with eg: your black squares (tile number 15 or whatever).

    you change the tile at that location to a different tile.

    Or if you have the two tilemaps overtop of each other, put the white one on the bottom, and the back one on the top. then simply destroy or hide the top back tile, revealing the white one below

  • might need to right click and open in a new tab to see the whole image

  • Ashley - Thanks for the reply, I will try and explain in more detail.

    When working with a local "couch co-op" type game with 4 players, it seems like the easiest solution right now to support setting up a reusable input system for all 4 players is to create a master group that listens for whatever button is being pressed, for all 4 inputs then passing it to another function that picks the related player and initiates that players attack etc.

    For example:

    On gamepad 0 button A pressed -> call function "Jump" ("0")

    Function "Jump"

    Pick by evaluate player = function.param(0) -> Jump

    But this now means that you need create 4x the number of input checks * the number of buttons on the controller

    So i was thinking perhaps if there was some way of being able to read which gamepad initiated the button press you could replace all of that with...

    On Any gamepad button A pressed - Call function "Jump" ("Gamepad Number that initiated that input")

    Function "Jump"

    Pick player function.param(0) -> Jump

    Thus only having the 16 events at the beginning setting up what every button on your controller does.

    But there's also probably another awesome way of doing it that I've never though of.

    How would you approach handling all inputs for a 4 player "couch co-op" type input system?

    Thanks for all of your help!

  • Make a variable called "timeOnScreen"

    (system) every 1 seconds -> add 1 to "timeOnScreen"

  • You should simply be able to attach the flash behavior, and set it to disabled by default.

    player on collision with spikes -> player flash enable.

  • Its the very first word "Step"

    but here's a direct link

    https://dl.dropbox.com/u/5779181/C2Repo ... ex_step.7z

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  • Its a custom behavior - make sure you put it in the behavior folder