diff --git "a/construct_net/construct_net_samples_markdown.json" "b/construct_net/construct_net_samples_markdown.json" new file mode 100644--- /dev/null +++ "b/construct_net/construct_net_samples_markdown.json" @@ -0,0 +1,702 @@ +[ + { + "url": "https://www.construct.net/en/forum/construct-3/general-discussion-7/total-admob-alternative-153712", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi everyone, \n Just wondering if there is a third party add-on that is working with Construct 3, that is a TOTAL alternative to AdMob? I've seen the Construct Master Collection one, but even that requires AdMob for mediation. \n Basically, my issue is that multiple people in my household have a Google account, yet I am the only one with AdSense. But whenever I try get my AdMob approved, Google just picks the first alphabetical email for my household and says \"Upgrade that existing account instead\" but it never works... So given up on AdMob, and looking for a total alternative! \n Does anyone have an alternative that they use? So far I've tried the Master Collection one and that seems to require AdMob for mediation (unless I'm missing something), and found a UnityAds one on the Construct 3 store, but that requires Construct 2 runtime, and even then it doesn't work due to errors. \n Many thanks!\n\nHi everyone,\n\nJust wondering if there is a third party add-on that is working with Construct 3, that is a TOTAL alternative to AdMob? I've seen the Construct Master Collection one, but even that requires AdMob for mediation.\n\nBasically, my issue is that multiple people in my household have a Google account, yet I am the only one with AdSense. But whenever I try get my AdMob approved, Google just picks the first alphabetical email for my household and says \"Upgrade that existing account instead\" but it never works... So given up on AdMob, and looking for a total alternative!\n\nDoes anyone have an alternative that they use? So far I've tried the Master Collection one and that seems to require AdMob for mediation (unless I'm missing something), and found a UnityAds one on the Construct 3 store, but that requires Construct 2 runtime, and even then it doesn't work due to errors.\n\nMany thanks!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/scale-sprite-slider-bar-114297", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nThank you so much!\n I fiddled with your code a bit, and I wonder how I could make it so it starts at its normal scale at 1 at the farthest right of the slider, and you can only downsize it and bring it up to its normal size again.\n Hope you understand what I mean. \n\n Set the Slider property 'Value' = 100 (i.e. far right maximum)\n Then SliderBar OnChanged - Set sprite.scale = SliderBar.Value/100\n If you want to do away with the '/100' part of the 'SliderBar.Value/100'\n Then you can just set the initial SliderBar proprties to:\n Value =1\n Minimum = 0\n Maximum = 1\n Step = 0.1 (or 0.01 etc for the number of steps between Min and Max you want)\n Then you would just need \n SliderBar OnChanged - Set sprite.scale = SliderBar.Value\n> \n\nThank you so much!\n\nI fiddled with your code a bit, and I wonder how I could make it so it starts at its normal scale at 1 at the farthest right of the slider, and you can only downsize it and bring it up to its normal size again.\n\nHope you understand what I mean.\n\nSet the Slider property 'Value' = 100 (i.e. far right maximum)\n\nThen SliderBar OnChanged - Set sprite.scale = SliderBar.Value/100\n\nIf you want to do away with the '/100' part of the 'SliderBar.Value/100'\n\nThen you can just set the initial SliderBar proprties to:\n\nValue =1\n\nMinimum = 0\n\nMaximum = 1\n\nStep = 0.1 (or 0.01 etc for the number of steps between Min and Max you want)\n\nThen you would just need\n\nSliderBar OnChanged - Set sprite.scale = SliderBar.Value", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/works-in-progressfeedback-24/concept-homing-missile-fuel-99675", + "domain": "construct.net", + "file_source": "part-00084-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nSomething i made in request of another post, or a attempt there of.\n https://www.scirra.com/forum/viewtopic.php?f=183&t=128861\n But also as an addition to the game im currently making, but im sure other people could use something similar to this. So comment if you like, or grap the CAPX to improve it.\n Features:\n Higher intial speed, that switches to a constant speed after a while.\n Fuel gauge for each rocket, explodes when used up.\n Rockets explodes on collision with solids\n Rockets explodes when at a certain distant of its target - NOTICE: there is a event to chage it into \"Upon impact\"\n When rockets cannot see their main target, they expand their vision and search for a secondary target. NOTICE: it wont do anything without a target.\n .....You can hide from the rocket - yay! \n Known bug(s)\n For some reason, sometimes the rocket explodes when they are being launches. Seems like there is a loop somewhere when one rocket is exploding, new ones will also do it.\n Fuel Gauge\n Spends X amount of fuel each second.\n Target Switching\n When the rocket cannot see you, it expands it vision field and finds a secondary target, nearest itself.\n CapX\n Homing Rocket\n\nSomething i made in request of another post, or a attempt there of.\n\nhttps://www.scirra.com/forum/viewtopic.php?f=183&t=128861\n\nBut also as an addition to the game im currently making, but im sure other people could use something similar to this. So comment if you like, or grap the CAPX to improve it.\n\nFeatures:\n\nHigher intial speed, that switches to a constant speed after a while.\n\nFuel gauge for each rocket, explodes when used up.\n\nRockets explodes on collision with solids\n\nRockets explodes when at a certain distant of its target - NOTICE: there is a event to chage it into \"Upon impact\"\n\nWhen rockets cannot see their main target, they expand their vision and search for a secondary target. NOTICE: it wont do anything without a target.\n\n.....You can hide from the rocket - yay!\n\nKnown bug(s)\n\nFor some reason, sometimes the rocket explodes when they are being launches. Seems like there is a loop somewhere when one rocket is exploding, new ones will also do it.\n\nFuel Gauge\n\nSpends X amount of fuel each second.\n\nTarget Switching\n\nWhen the rocket cannot see you, it expands it vision field and finds a secondary target, nearest itself.\n\nCapX\n\nHoming Rocket", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/stop-platform-behavior-90180", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm sure that this must be a very simple thing to do, but I appear to be having a little issue with using the platform behavior with enemy movement.\n Basically the enemies have the platform behavior to control them. Upon the player attacking an enemy on the ground it's not a problem, but if the enemy is attacked in the air, whilst they're jumping over the player, I want them to stop their current momentum and fall down to the ground. The problem is, I can't seem to get this to work. They just keep going along their current trajectory. Disabling the behavior just stops them dead in their tracks and ignores gravity. Disabling and re-enabling the behavior just resumes the trajectory too.\n Is this a case of needing another behavior attached to the enemies, that it switches to upon them being attacked?\n\nI'm sure that this must be a very simple thing to do, but I appear to be having a little issue with using the platform behavior with enemy movement.\n\nBasically the enemies have the platform behavior to control them. Upon the player attacking an enemy on the ground it's not a problem, but if the enemy is attacked in the air, whilst they're jumping over the player, I want them to stop their current momentum and fall down to the ground. The problem is, I can't seem to get this to work. They just keep going along their current trajectory. Disabling the behavior just stops them dead in their tracks and ignores gravity. Disabling and re-enabling the behavior just resumes the trajectory too.\n\nIs this a case of needing another behavior attached to the enemies, that it switches to upon them being attacked?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/re-create-container-correct-150089", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI have a container with a bunch of objects. The original objects are arranged (rotation and position) so it looks correct as a complete 'contained' composite object . \n Now, when I want to instantiate this container it works fine, but all of those individual objects are now positioned at the exact same point in the new instance. A nicely arranged graphic is now just a mess. \n Am I doing something wrong or do I need to manually recreate the offsets of each item whenever I recreate an instance? \n Thanks\n\nI have a container with a bunch of objects. The original objects are arranged (rotation and position) so it looks correct as a complete 'contained' composite object .\n\nNow, when I want to instantiate this container it works fine, but all of those individual objects are now positioned at the exact same point in the new instance. A nicely arranged graphic is now just a mess.\n\nAm I doing something wrong or do I need to manually recreate the offsets of each item whenever I recreate an instance?\n\nThanks", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/press-button-standing-58983", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nThank you all for the reply!\n Jayjay: your \"is overlapping\" idea works better than \"in collision\", thank you! \"Else\" worked wonders for this case! \n emoaeden: I only got the stable version of Construct 2 (prefer to work with stable builds), so I can't try your method. Thanks anyway. \n zordork: thank you for the tutorial, it uses the basic principle from Jayjay - the only thing is that, as I specified, the doors should close if the buttons are not pressed. Instead of destroying then, I'm changing the animations (to open/closed). Maybe changing sprites altogether would be easier, not sure. \n This is how I did it:\n player is overlapping (sprite) - set button animation to \"pressed\"/ set door animation to \"open\"\n else - set button animation to \"default\" / set door animation to \"closed\"\n Only problem is if I use a animation (say, the door opening), it loops while the button is pressed - even if the animation is set to \"not loop\". Which is weird. So, for the time being, it is only working with non-animated sprites/animations with only 1 frame.\n\nThank you all for the reply!\n\nJayjay: your \"is overlapping\" idea works better than \"in collision\", thank you! \"Else\" worked wonders for this case!\n\nemoaeden: I only got the stable version of Construct 2 (prefer to work with stable builds), so I can't try your method. Thanks anyway.\n\nzordork: thank you for the tutorial, it uses the basic principle from Jayjay - the only thing is that, as I specified, the doors should close if the buttons are not pressed. Instead of destroying then, I'm changing the animations (to open/closed). Maybe changing sprites altogether would be easier, not sure.\n\nThis is how I did it:\n\nplayer is overlapping (sprite) - set button animation to \"pressed\"/ set door animation to \"open\"\n\nelse - set button animation to \"default\" / set door animation to \"closed\"\n\nOnly problem is if I use a animation (say, the door opening), it loops while the button is pressed - even if the animation is set to \"not loop\". Which is weird. So, for the time being, it is only working with non-animated sprites/animations with only 1 frame.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/scirra-website/website-issues-and-feedback-35/can039t-respond-via-pm-60298", + "domain": "construct.net", + "file_source": "part-00741-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm currently facing an issue where I can't respond to people that have PM'ed me. I don't have sufficient reputation to respond.\n Now, I can fully understand restricting sending new PM's to new users. I've built several PHP forums from scratch and setup many others, so I'm aware of the reason.. but when it comes to responding to someone who PM'ed *me*, it's *really* frustrating to not be able to respond. Moreso because there's no reason why someone who contacted me should be punished by my inability to say anything in return (especially since they had a reason to expect a response).\n Could some admin come in and enable that ability for me? Or, alternatively, enable responding to PMs.\n\nI'm currently facing an issue where I can't respond to people that have PM'ed me. I don't have sufficient reputation to respond.\n\nNow, I can fully understand restricting sending new PM's to new users. I've built several PHP forums from scratch and setup many others, so I'm aware of the reason.. but when it comes to responding to someone who PM'ed *me*, it's *really* frustrating to not be able to respond. Moreso because there's no reason why someone who contacted me should be punished by my inability to say anything in return (especially since they had a reason to expect a response).\n\nCould some admin come in and enable that ability for me? Or, alternatively, enable responding to PMs.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/cocoonjs-plugin-updates-86271", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi guys.\n Just wanted to let you know the Ludei have fixed the Game Center feature and plan to add Facebook in the following weeks.\n They have also added the following functionality to their services.\n [quote:19sb4qsy]\n Cocoon.Camera: It represents the CocoonJS camera plugin API.\n Cocoon.Device: All functions related to the device.\n Cocoon.Dialog: Dialog functions (prompt / confirm).\n Cocoon.Motion: All functions related to the Accelerometer and Gyroscope.\n Cocoon.Proxify: It proxies different functions of the WebView environment, like Audio objects and XHR.\n Cocoon.Touch: It holds some functions to handle the touch events in both surfaces (Cocoon & WebView).\n Cocoon.Widget: It holds the WebDialog widget, which essentially shows a Webview on top of the CocoonJS layer.\n Cocoon.Utils: It holds some different utilities.\n Additionally, note that Construct 2 plugin will be updated in order to use these new plugins.\n I'm not advocating for them. Just keeping you informed.\n\nHi guys.\n\nJust wanted to let you know the Ludei have fixed the Game Center feature and plan to add Facebook in the following weeks.\n\nThey have also added the following functionality to their services.\n\n[quote:19sb4qsy]\n\nCocoon.Camera: It represents the CocoonJS camera plugin API.\n\nCocoon.Device: All functions related to the device.\n\nCocoon.Dialog: Dialog functions (prompt / confirm).\n\nCocoon.Motion: All functions related to the Accelerometer and Gyroscope.\n\nCocoon.Proxify: It proxies different functions of the WebView environment, like Audio objects and XHR.\n\nCocoon.Touch: It holds some functions to handle the touch events in both surfaces (Cocoon & WebView).\n\nCocoon.Widget: It holds the WebDialog widget, which essentially shows a Webview on top of the CocoonJS layer.\n\nCocoon.Utils: It holds some different utilities.\n\nAdditionally, note that Construct 2 plugin will be updated in order to use these new plugins.\n\nI'm not advocating for them. Just keeping you informed.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/create-floating-flying-object-107910", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHello everyone, I want to ask, but before I apologize because maybe the English language that I use less understandable, because I am not a native English. Okay, so here, let me have the bat object, as we know that the bat was synonymous with \"fly\". The question is, how does that bats can fly? Whether using behavior? Or what?\n Thank you: D\n\n Normally in the game preview, if you don't add any behavior like platform or physics or an event that will make it fall then it will stay put in it's position and with the absence of gravity or force(in other words it is just a picture between paper). So don't worry about making it fly because it is already flying from the start. So what we really need is to make it look like it's flying.\n One thing that you can use is the Sine Behavior or Bullet Behavior but I prefer using both. And you also need animations to make it look like it's really flying.\n> \n\nHello everyone, I want to ask, but before I apologize because maybe the English language that I use less understandable, because I am not a native English. Okay, so here, let me have the bat object, as we know that the bat was synonymous with \"fly\". The question is, how does that bats can fly? Whether using behavior? Or what?\n\nThank you: D\n\nNormally in the game preview, if you don't add any behavior like platform or physics or an event that will make it fall then it will stay put in it's position and with the absence of gravity or force(in other words it is just a picture between paper). So don't worry about making it fly because it is already flying from the start. So what we really need is to make it look like it's flying.\n\nOne thing that you can use is the Sine Behavior or Bullet Behavior but I prefer using both. And you also need animations to make it look like it's really flying.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/windows-phone-dev-account-52958", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI don't believe windows 8 phone will improve the market share, there are 3 potential mobile marketshares are: Android, iOS and Blackberry. \n Obviously, Blackberry 10 will come out in 2013 which could beat Windows 8 phone\n\n IMHO Windows phone 8 will sell a lot more than BB10, but it's only my sensation. Anyway, $8 for a developer account... it's really a good deal comparing to apple policies.\n\n Now if you could only find us a deal like this on a new Windows 8 phone, and a desktop and tablet windows 8 developers license \n\n There's a low cost HTC model (8S) with windows phone 8 planned. This may be a good platform test device.\n> \n\nI don't believe windows 8 phone will improve the market share, there are 3 potential mobile marketshares are: Android, iOS and Blackberry.\n\nObviously, Blackberry 10 will come out in 2013 which could beat Windows 8 phone\n\nIMHO Windows phone 8 will sell a lot more than BB10, but it's only my sensation. Anyway, $8 for a developer account... it's really a good deal comparing to apple policies.\n\n> \n\nNow if you could only find us a deal like this on a new Windows 8 phone, and a desktop and tablet windows 8 developers license \n\nThere's a low cost HTC model (8S) with windows phone 8 planned. This may be a good platform test device.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/help-solve-mystery-157045", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nSo I have a coin and the following logic: \n if coin overlaps tile (which it does in the attached example), wait 2.5sec and flash coin for 1 sec. \n What I get: \n system waits 2.5 sec, then sets the coin visibility to false... \n What's going on here? What am I missing? \n Thanks a ton! \n the file: \n we.tl/t-CaiiolyJZw\n\nSo I have a coin and the following logic:\n\nif coin overlaps tile (which it does in the attached example), wait 2.5sec and flash coin for 1 sec.\n\nWhat I get:\n\nsystem waits 2.5 sec, then sets the coin visibility to false...\n\nWhat's going on here? What am I missing?\n\nThanks a ton!\n\nthe file:\n\nwe.tl/t-CaiiolyJZw", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/game-development/job-offers-and-team-requests-28/quality-paid-work-c2-50015/page-2", + "domain": "construct.net", + "file_source": "part-00707-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI have a question about one of the dev standards. It says;\n \"Don't let the game's execution depend on any sound action/event, example, if you use the event \"On sound ended\" start game, this can cause a game to not function on devices/browsers because of the sound issues on the browser/device.\"\n However I notice that a lot of the games have VO like 'move to the 10th floor' where the floor number is randomized. I assume the sound is created by playing a 'move to the' sound clip followed by a 'Xth floor' sound clip picked depending on the floor number.\n How do we achieve this without relying on sound events? I mean I guess we could include a single sound file of every variation but that would increase download size. Or we could time the sound and include a timer, but then if the sound doesn't start immediately or for whatever other reason there is a slight delay, they will get out of sync.\n\nI have a question about one of the dev standards. It says;\n\n\"Don't let the game's execution depend on any sound action/event, example, if you use the event \"On sound ended\" start game, this can cause a game to not function on devices/browsers because of the sound issues on the browser/device.\"\n\nHowever I notice that a lot of the games have VO like 'move to the 10th floor' where the floor number is randomized. I assume the sound is created by playing a 'move to the' sound clip followed by a 'Xth floor' sound clip picked depending on the floor number.\n\nHow do we achieve this without relying on sound events? I mean I guess we could include a single sound file of every variation but that would increase download size. Or we could time the sound and include a timer, but then if the sound doesn't start immediately or for whatever other reason there is a slight delay, they will get out of sync.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/item-collection-rpg-111216", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm in the progress of making an rpg dungeon crawler. I had it so it would just stack up items in one slot of the 36 slot inventory. The concept was fine, but not for inventory limit, and I don't want to go through the trouble of giving items weight. So instead, I want to have it so each item that is picked up, even if it is a duplicate, can be in a new item slot. Using the same sprite for each slot though is proving difficult. Is there some way I could add a boolean when an item is overlapping the item slot so that it knows not to put a second sprite there? It seems you can't use overlap for 9-patch, which is what I'm using for the slots. And I don't know how to say, spawn another sprite for the duplicate item. A capx can be provided, but beware I have many, many events in a complex directory.\n Thanks ahead of time.\n\nI'm in the progress of making an rpg dungeon crawler. I had it so it would just stack up items in one slot of the 36 slot inventory. The concept was fine, but not for inventory limit, and I don't want to go through the trouble of giving items weight. So instead, I want to have it so each item that is picked up, even if it is a duplicate, can be in a new item slot. Using the same sprite for each slot though is proving difficult. Is there some way I could add a boolean when an item is overlapping the item slot so that it knows not to put a second sprite there? It seems you can't use overlap for 9-patch, which is what I'm using for the slots. And I don't know how to say, spawn another sprite for the duplicate item. A capx can be provided, but beware I have many, many events in a complex directory.\n\nThanks ahead of time.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/your-construct-creations-9/ive-making-science-apps-own-154522", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI've been making apps to replace labs and other hands on activities ever since Construct 2 was released. Since so many schools will not meet in person this year I threw together a website so everyone can use them. \n You can find them all at whscience.org. They are all free to use and don't require registration. \n Some replace lab activities, some are more like visual, moving practice problems, some are to help me make diagrams. \n Examples \n Biology - https://whscience.org/streaking/ - Students practice the procedure of streaking a plate to isolate a bacteria culture. \n Chemistry - https://whscience.org/mghcl/ - Simulates HCl reacting with Mg. Shows the molecules and graphs of compound levels. \n Physics - https://whscience.org/rollercoastermotion/ - Change the angle of the slope and initial of a roller coaster. Record and download position, velocities, and acceleration. \n So far I have cleaned up and posted about 30 of my old apps. Most of them are physics because that's what I teach. None of them are especially technically impressive in terms of what they do with Construct, but I thought some people here might be interested to see something different. \n - Wild Haired Science Teacher\n\nI've been making apps to replace labs and other hands on activities ever since Construct 2 was released. Since so many schools will not meet in person this year I threw together a website so everyone can use them.\n\nYou can find them all at whscience.org. They are all free to use and don't require registration.\n\nSome replace lab activities, some are more like visual, moving practice problems, some are to help me make diagrams.\n\nExamples\n\nBiology - https://whscience.org/streaking/ - Students practice the procedure of streaking a plate to isolate a bacteria culture.\n\nChemistry - https://whscience.org/mghcl/ - Simulates HCl reacting with Mg. Shows the molecules and graphs of compound levels.\n\nPhysics - https://whscience.org/rollercoastermotion/ - Change the angle of the slope and initial of a roller coaster. Record and download position, velocities, and acceleration.\n\nSo far I have cleaned up and posted about 30 of my old apps. Most of them are physics because that's what I teach. None of them are especially technically impressive in terms of what they do with Construct, but I thought some people here might be interested to see something different.\n\n- Wild Haired Science Teacher", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/general-discussion-7/something-even-possible-138944/page-2", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI think lucid is right that it's a cellular automata, the interaction with larger objects threw me initially. Still no idea how you would get large chunks of terrain to interact like that, but they have obviously figured it out. \n If anyone is interested the basic concept behind fluids in cellular automata can be found here. You can probably reproduce this using an array and a tilemap. Or perhaps just a tilemap, as it's effectively an array in itself. \n jgallant.com/2d-liquid-simulator-with-cellular-automaton-in-unity\n\nI think lucid is right that it's a cellular automata, the interaction with larger objects threw me initially. Still no idea how you would get large chunks of terrain to interact like that, but they have obviously figured it out.\n\nIf anyone is interested the basic concept behind fluids in cellular automata can be found here. You can probably reproduce this using an array and a tilemap. Or perhaps just a tilemap, as it's effectively an array in itself.\n\njgallant.com/2d-liquid-simulator-with-cellular-automaton-in-unity", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/ajax-post-php-129869", + "domain": "construct.net", + "file_source": "part-00741-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nhello,\n I need some help with ajax post.\n I want to send a txt string to server and to use that string to get the responce.\n iw set ajax as this:\n tag: \"search\"\n url: from my variable&\"search.php\"&\"?AskMe=\"\n data: TextBox.Text\n method: \"POST\"\n and my php fails on this:\n \n what am i doing wrong? ...how to properly POST string from my textbox.text to my $searchString in php?\n thanx!!!!\n\nhello,\n\nI need some help with ajax post.\n\nI want to send a txt string to server and to use that string to get the responce.\n\niw set ajax as this:\n\ntag: \"search\"\n\nurl: from my variable&\"search.php\"&\"?AskMe=\"\n\ndata: TextBox.Text\n\nmethod: \"POST\"\n\nand my php fails on this:\n\n\n\nwhat am i doing wrong? ...how to properly POST string from my textbox.text to my $searchString in php?\n\nthanx!!!!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/facebook-logins-mobile-126056", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nThank you for your reply bro!. i already have the default facebook plugin in my project.it is working only on firefox(in firefox also i need to refresh the page more than twice then only i can able to login via fblogin button).\n in chrome the fblogin button goes to disable mode.i dont know why???\n my question is can i use this default plugin or i need to purchase the new plugin?????\n i want to run my construct 2 project in all mobile platforms.\n it will working in all platforms(ios,android,windows) if i purchase???\n pls help me and solve my issues.\n\nThank you for your reply bro!. i already have the default facebook plugin in my project.it is working only on firefox(in firefox also i need to refresh the page more than twice then only i can able to login via fblogin button).\n\nin chrome the fblogin button goes to disable mode.i dont know why???\n\nmy question is can i use this default plugin or i need to purchase the new plugin?????\n\ni want to run my construct 2 project in all mobile platforms.\n\nit will working in all platforms(ios,android,windows) if i purchase???\n\npls help me and solve my issues.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/hud-rotary-game-46430", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nDont't use set layout angle(\"camera angle\"), rotate each layer separatly exept HUD layer whit same formula you use in same event. Here is picture (I dont have licence so I must delete some layers for it to work - but it works - you have it more them you need) of event sheet:\n \n\nDont't use set layout angle(\"camera angle\"), rotate each layer separatly exept HUD layer whit same formula you use in same event. Here is picture (I dont have licence so I must delete some layers for it to work - but it works - you have it more them you need) of event sheet:\n\n", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/something-skyscaper-stack-167363", + "domain": "construct.net", + "file_source": "part-00084-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nhi \n I am trying to make game like skyscaper stack builder \n I almost made but problem I'm facing here is physics, I'm getting issues like, blocks drops slowly, another issue is when blocks are not properly aligned then whole building collapse, blocks bounces & whole building shakes when block lands over another block, \n is there anybody who can help on this?\n\nhi\n\nI am trying to make game like skyscaper stack builder\n\nI almost made but problem I'm facing here is physics, I'm getting issues like, blocks drops slowly, another issue is when blocks are not properly aligned then whole building collapse, blocks bounces & whole building shakes when block lands over another block,\n\nis there anybody who can help on this?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/glow-c2-46625", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI really look forward to the inclusion of shaders. I completely needed OR and ELSE logic so my vote was for that but shaders are my next vote!\n Bob Thulfram, funny you mentioned SVG because I recently posted about using the SVGCanvas plugin to create a blurring text effect. The filter code, derived from Inkscape, can be used with any SVG. \n You could potentially draw an SVG shape at runtime and apply the filter to it. If your game will involve graphics as simple as those in the Evac game you linked to, I imagine you could use purely that.\n By the way, that Evac game looks great and ironically, the idea of pushing blocks to destroy enemies is an idea I've had in my mind for quite some time now. Though my thought is to destroy the enemies by surrounding them with blocks. Cool game though, that Evac.\n\nI really look forward to the inclusion of shaders. I completely needed OR and ELSE logic so my vote was for that but shaders are my next vote!\n\nBob Thulfram, funny you mentioned SVG because I recently posted about using the SVGCanvas plugin to create a blurring text effect. The filter code, derived from Inkscape, can be used with any SVG.\n\nYou could potentially draw an SVG shape at runtime and apply the filter to it. If your game will involve graphics as simple as those in the Evac game you linked to, I imagine you could use purely that.\n\nBy the way, that Evac game looks great and ironically, the idea of pushing blocks to destroy enemies is an idea I've had in my mind for quite some time now. Though my thought is to destroy the enemies by surrounding them with blocks. Cool game though, that Evac.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-classic/help-support-using-construct-38/alternative-ball-behavior-35636", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHello.\n Tell me please, what methods do you know how to replace the standard Ball behavior, with similar functions? (for example, such as collision with solid objects and rebound from them)\n The problem is that I've found a nasty bug in the standard Ball behavior � sometimes during the game when the ball moves it can suddenly appear in another point of the screen (as if it jumps over some distance). This happens rarely (about once every 3-5 minutes), but it spoils the impression of the whole gameplay. This bug can not depend on the events, because there are no conditions or actions that control the behavior of the ball or a sprite at the time of his movement on the screen. So most likely this bug is a program error.. \n I've tried to create ball behavior by using Custom Movement, but it didn't recognize Solid objects, the Bounce function didn't adequately respond to the collision and creates a lot of bugs (often moves through the objects or even goes off the screen). He also moves very straightforward and often gets stuck between two objects unlike the Ball behavior. Therefore Custom Movement in this case does not suit me. \n So if you know any way to fix the bug with the disappearing ball or how recreate the original ball behavior - please write or make an example. \n Thanks in advance!\n\nHello.\n\nTell me please, what methods do you know how to replace the standard Ball behavior, with similar functions? (for example, such as collision with solid objects and rebound from them)\n\nThe problem is that I've found a nasty bug in the standard Ball behavior � sometimes during the game when the ball moves it can suddenly appear in another point of the screen (as if it jumps over some distance). This happens rarely (about once every 3-5 minutes), but it spoils the impression of the whole gameplay. This bug can not depend on the events, because there are no conditions or actions that control the behavior of the ball or a sprite at the time of his movement on the screen. So most likely this bug is a program error.. \n\nI've tried to create ball behavior by using Custom Movement, but it didn't recognize Solid objects, the Bounce function didn't adequately respond to the collision and creates a lot of bugs (often moves through the objects or even goes off the screen). He also moves very straightforward and often gets stuck between two objects unlike the Ball behavior. Therefore Custom Movement in this case does not suit me.\n\nSo if you know any way to fix the bug with the disappearing ball or how recreate the original ball behavior - please write or make an example.\n\nThanks in advance!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/check-sequence-93483", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nIf the user touch the screen all along the movement, the string will be correct. If the user get off the screen, the string will be reinitialised, then it wont be correct at the end.\n Example : your checkpoints are A B C D E F.\n Correct case : The user starts touching the screen, go through A (=> string = A), trhough B (=> string = AB)... through F => string = ABCDEF ==> correct\n Incorrect case : The user starts touching the screen, go through A (=> string = A), trhough B (=> string = AB), then dont touch the screen between B & C (==> string = \"\"), then touch again and go through C (=> string = C) ... through F ==> string = CDEF ==> incorrect\n\nIf the user touch the screen all along the movement, the string will be correct. If the user get off the screen, the string will be reinitialised, then it wont be correct at the end.\n\nExample : your checkpoints are A B C D E F.\n\nCorrect case : The user starts touching the screen, go through A (=> string = A), trhough B (=> string = AB)... through F => string = ABCDEF ==> correct\n\nIncorrect case : The user starts touching the screen, go through A (=> string = A), trhough B (=> string = AB), then dont touch the screen between B & C (==> string = \"\"), then touch again and go through C (=> string = C) ... through F ==> string = CDEF ==> incorrect", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/general/open-topic-33/construct-limits-62048", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nThanks for the reply...\n I'm looking to start developing a game project with someone, and it looks like a year or two, three or four if I have to code from scratch. My overall fear is we can't code a behavior or something because C2 may have a limit. \n \"What are the limits you are referring to ?\"\n Limit Research:\n 1.) The start was a 2d Game Comparison on performance...\n youtube.com/watch \n I still leaned to Construct 2 because of the idea of drag a drop.\n 2.) Anecdotal report of port issues...\n On Google Plus C2 Community a person had issues porting their code into C2, and thus assumed the program has limits. \n 3.) Other coders seem to tell me about limits, I'm going to ask what limits they are specifically talking about or are seeing. \n \"You can code extra plugins and behaviors using C2's Javascript SDK.\"\n I never been good at Javascripting but I've started to study it again at codecademy.com/... how much will I need to know (arbitrary questions) in order to start to develop plug-ins?\n \"For question 2 and 3, the answer only depends on your level of knowledge, understanding, time and effort you put into using C2 and game making.\" \n I understand \"game theory\" and know how to make 2d game characters and 2d game animation. I also undertand how to make game backgrounds. As far as C2 I have yet to get it working on my mac, and won't have my PC back till December... LOL. \n \"C2 can do exe files through node webkit's wrapper (available for licensee users) but having it on steam only depends on the quality of your game, your popularity as a developer/studio and the acceptance of your game on Valve's platform. Whether the game is made in C2 or not doesn't impact on this.\" \n LOL, I understand. So are these games possible with C2 in a year to three year development window?\n reusgame.com \n http://en.wikipedia.org/wiki/Don't_Starve\n Moreover, I assume there are development teams working with Construct 2 right now, and have yet to publish their games, do they have blogs? Yes, I'm still a noob to C2, so please forgive me.\n\nThanks for the reply...\n\nI'm looking to start developing a game project with someone, and it looks like a year or two, three or four if I have to code from scratch. My overall fear is we can't code a behavior or something because C2 may have a limit.\n\n\"What are the limits you are referring to ?\"\n\nLimit Research:\n\n1.) The start was a 2d Game Comparison on performance...\n\nyoutube.com/watch\n\nI still leaned to Construct 2 because of the idea of drag a drop.\n\n2.) Anecdotal report of port issues...\n\nOn Google Plus C2 Community a person had issues porting their code into C2, and thus assumed the program has limits.\n\n3.) Other coders seem to tell me about limits, I'm going to ask what limits they are specifically talking about or are seeing.\n\n\"You can code extra plugins and behaviors using C2's Javascript SDK.\"\n\nI never been good at Javascripting but I've started to study it again at codecademy.com/... how much will I need to know (arbitrary questions) in order to start to develop plug-ins?\n\n\"For question 2 and 3, the answer only depends on your level of knowledge, understanding, time and effort you put into using C2 and game making.\"\n\nI understand \"game theory\" and know how to make 2d game characters and 2d game animation. I also undertand how to make game backgrounds. As far as C2 I have yet to get it working on my mac, and won't have my PC back till December... LOL.\n\n\"C2 can do exe files through node webkit's wrapper (available for licensee users) but having it on steam only depends on the quality of your game, your popularity as a developer/studio and the acceptance of your game on Valve's platform. Whether the game is made in C2 or not doesn't impact on this.\"\n\nLOL, I understand. So are these games possible with C2 in a year to three year development window?\n\nreusgame.com\n\nhttp://en.wikipedia.org/wiki/Don't_Starve\n\nMoreover, I assume there are development teams working with Construct 2 right now, and have yet to publish their games, do they have blogs? Yes, I'm still a noob to C2, so please forgive me.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/reloadjson-file-array-runtime-160956", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm loading array data from a .json file using the AJAX object. I'd like to modify that .json file at runtime and reload the new data into the array at runtime as well. I'm using the Array editor to modify the .json file and save it. The file itself has been modified, but when I try to reload the .json file into the array the array data is unchanged. It's as if the .json file is cached at startup and cant be changed during runtime. FYI this is not functionality I plan to allow in the final game, but it helps me debug during development. And I'm running this in Chrome. \n Is this expected behavior, or am I doing something wrong? There's mention of file access available when exporting to NW.js, is that required for this file-reload functionality? \n Thanks\n\nI'm loading array data from a .json file using the AJAX object. I'd like to modify that .json file at runtime and reload the new data into the array at runtime as well. I'm using the Array editor to modify the .json file and save it. The file itself has been modified, but when I try to reload the .json file into the array the array data is unchanged. It's as if the .json file is cached at startup and cant be changed during runtime. FYI this is not functionality I plan to allow in the final game, but it helps me debug during development. And I'm running this in Chrome.\n\nIs this expected behavior, or am I doing something wrong? There's mention of file access available when exporting to NW.js, is that required for this file-reload functionality?\n\nThanks", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/random-objects-appear-as-112887", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nYou use variables with event actions.\n On your shooter sprite put an instance variable.. say enemyShot=0\n Now prior to or in your shoot event initialize variable using action set variable enemyShot=random(0,6), or enemyShot=(choose1,2,3,4,5,6) \n Then use System compare instance variable and = 1 then action whatever, = 2, etc.. or in your example enemyShot<=5 regular shot >=6 special shot. (0 = 1.. so 1-7 is actually 0-6 in Construct2)\n\nYou use variables with event actions.\n\nOn your shooter sprite put an instance variable.. say enemyShot=0\n\nNow prior to or in your shoot event initialize variable using action set variable enemyShot=random(0,6), or enemyShot=(choose1,2,3,4,5,6)\n\nThen use System compare instance variable and = 1 then action whatever, = 2, etc.. or in your example enemyShot<=5 regular shot >=6 special shot. (0 = 1.. so 1-7 is actually 0-6 in Construct2)", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/getting-substitute-characters-163442", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHello! I was trying to import data from excel table via ajax, unfortunately i've stumbled upon this: \n As you can see there is a lot of symbols, they replace cyrillic characters. At the same time english text/numbers e.t.c displayed perfectly fine. As I dwelled in debugger I found that data itself gets corrupted at the stage of getting it with AJAX. So for example transfering something like \"Водка водка 223\" from .txt file will result in \"????? ????? 223\". There are same error symbols in debugger itself. Tested it with Chrome, on C2 and C3, same result everywhere. How can I deal with it?\n\nHello! I was trying to import data from excel table via ajax, unfortunately i've stumbled upon this:\n\nAs you can see there is a lot of symbols, they replace cyrillic characters. At the same time english text/numbers e.t.c displayed perfectly fine. As I dwelled in debugger I found that data itself gets corrupted at the stage of getting it with AJAX. So for example transfering something like \"Водка водка 223\" from .txt file will result in \"????? ????? 223\". There are same error symbols in debugger itself. Tested it with Chrome, on C2 and C3, same result everywhere. How can I deal with it?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/work-stars-without-array-82943/page-2", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nThanks a lot. I will check soon. shinkan You're the life saver. But sorry for asking this, is there any possibilities to do this without using arrays or dictionaries, just with global variables or greater than, lesser than conditions. Just to know, I couldn't quite catch a way.\n\n Yes, it is possible to do that with global variables but you would need a few for each level, and the you will have quite a lot messy event to compare and set things up.\n While using dictionary you can do that a lot easier. In my example I've \"pre-made\" few keys at start of the first layout for simplicity, which is not optimal if you have ie. 100 levels. And here's come advantage of Dictionary over Global Variables. You can not set new Variables at runtime, but you can set new Dictionary keys at runtime. This means for every new level you can make new keys with some values and use them later in your game. \n Backing up to global variable. There are few ways to set this up using only a couple of variables, but it needs a bit more knowledge and few ******** events - do not recommend this for beginners\n> \n\nThanks a lot. I will check soon. shinkan You're the life saver. But sorry for asking this, is there any possibilities to do this without using arrays or dictionaries, just with global variables or greater than, lesser than conditions. Just to know, I couldn't quite catch a way.\n\nYes, it is possible to do that with global variables but you would need a few for each level, and the you will have quite a lot messy event to compare and set things up.\n\nWhile using dictionary you can do that a lot easier. In my example I've \"pre-made\" few keys at start of the first layout for simplicity, which is not optimal if you have ie. 100 levels. And here's come advantage of Dictionary over Global Variables. You can not set new Variables at runtime, but you can set new Dictionary keys at runtime. This means for every new level you can make new keys with some values and use them later in your game.\n\nBacking up to global variable. There are few ways to set this up using only a couple of variables, but it needs a bit more knowledge and few ******** events - do not recommend this for beginners", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/publish-97796", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nWhen I try to publish I don't get an HTML file I get and image folder, a blank paper that says app. manifest, what I assume are scripts because the image next to them looks like scrolls, a bunch of icon images and something called offline.apache. I'm using the free version and ever time I export whether to congregate or an app or anything I get these same file. Please help if you can\n\nI can see the index.html file in that folder, so I don't understand what your problem is. You have all the correct exported files, as far as I can see.\n\nThey just need hosting on a web server and a link to the index.html will launch your projrct.\n\nOh so it should work? Ok I tried a couple times and it didn't so I thought since the html file I had looked different from all the ones in tutorials I'd seen it was messed up. Plus if I try and use the html file I it opens up a black screen\n\nWhatever host you are using - for instance Dropbox - then all the files within the folder need to be copied onto the host server.\n\nIf something doesn't seem to work, then check the browser console for errors.\n\nOk thank you\n\nHow do I check to see if it works once it's on dropbox?\n\nSorry I'm kind of a noob here\n\nDevelop games in your browser. Powerful, performant & highly capable.\n\nI would suggest that you read the manual, if you are new, as everything you need is in there.\n\nHere is the section on exporting:\n\nhttps://www.scirra.com/tutorials/655/tips-on-publishing-html5-games-to-the-web\n\nOk well I'm gonna try it with google drive but that's been updated sooo let's hope that tutorial still works right with it", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/general-discussion-7/next-135988", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHello, currently i have slow internet connection right now so it would be better to just ask than research. to let you know that i already have the construct 3 license. \n 1. so what now after this? \n 2. do i get download notice or what? \n 3. where could i download the construct 3? ( i did not find any) \n 4. what it's mean run offline benefit? it is just like construct 2 where i can offline for whole day, week and month? and how to do that? \n 5. what happen if my licensed is expired? can i still run construct 3?\n\n This is my personal opinion and response, not a official response quote. \n 1) now you should learn how to use Construct 3 ... id go to the manual or tutorial area and see how to setup your first new game. After you understand that, id go testing game ideas, or even replicating already existing once so you get a taste on how the \"programming\" logic blocks work in C3. \n 2) Usually yes, bottom left corner after u run C3 for the 1st time your browser should say after a while, that construct 3 is updated and ready to work offline if you didn't got that notice you have to clear ur browser cache(on mobiles u can do that from history/clear cache, on desktops depending on browsers chome shift+f5 / mozzila ctrl+f5 or ctrl+r ) and refresh the browser to get it re-downloaded, thus re-activating the offline notice. \n 3) it should automatically download on ur browser cache, but you can also get a windows x64 version available to download here. \n 4) Because you have a license, you will have to connect to internet once a week, so the license gets validated again. If you are a free users u don't need to do that, it will work offline forever however with the limitations that comes with having no license. point 4 and 5 is explained here \n 5) If your license is expired, automatically C3 falls-back to No license mode and you will be using it offline as much as you want however, as above, under the no-license agreement and features. So basically it will automatically downgrade you to the free edition.\n> \n\nHello, currently i have slow internet connection right now so it would be better to just ask than research. to let you know that i already have the construct 3 license.\n\n1. so what now after this?\n\n2. do i get download notice or what?\n\n3. where could i download the construct 3? ( i did not find any)\n\n4. what it's mean run offline benefit? it is just like construct 2 where i can offline for whole day, week and month? and how to do that?\n\n5. what happen if my licensed is expired? can i still run construct 3?\n\nThis is my personal opinion and response, not a official response quote.\n\n1) now you should learn how to use Construct 3 ... id go to the manual or tutorial area and see how to setup your first new game. After you understand that, id go testing game ideas, or even replicating already existing once so you get a taste on how the \"programming\" logic blocks work in C3.\n\n2) Usually yes, bottom left corner after u run C3 for the 1st time your browser should say after a while, that construct 3 is updated and ready to work offline if you didn't got that notice you have to clear ur browser cache(on mobiles u can do that from history/clear cache, on desktops depending on browsers chome shift+f5 / mozzila ctrl+f5 or ctrl+r ) and refresh the browser to get it re-downloaded, thus re-activating the offline notice.\n\n3) it should automatically download on ur browser cache, but you can also get a windows x64 version available to download here.\n\n4) Because you have a license, you will have to connect to internet once a week, so the license gets validated again. If you are a free users u don't need to do that, it will work offline forever however with the limitations that comes with having no license. point 4 and 5 is explained here\n\n5) If your license is expired, automatically C3 falls-back to No license mode and you will be using it offline as much as you want however, as above, under the no-license agreement and features. So basically it will automatically downgrade you to the free edition.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/your-construct-creations-23/cohack-open-source-turn-based-59815", + "domain": "construct.net", + "file_source": "part-00084-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nKyatric please move this to the Your Creations forum whenever you have time. \n The .capx has been updated once again for anyone who is interested in seeing it. Currently I'm working on creating a basic gameplay prototype. Compared to the last update, there is now both player spawning and computer spawning.\n I wasn't happy with the previous game UI so I've modified it and created a permanent UI in this version. I think in the long run this will work much better, but there are some things to change/add. Right now I'm not sure how many UI sections there needs to be, but I'll figure that out over time.\n \n \n \n \n I'm currently working with an artist and composer to create the media for the prototype. When that happens, I will start including a license file to indicate which parts of the project are open source (basically the events and setup) and which parts are not (the media).\n\nKyatric please move this to the Your Creations forum whenever you have time.\n\nThe .capx has been updated once again for anyone who is interested in seeing it. Currently I'm working on creating a basic gameplay prototype. Compared to the last update, there is now both player spawning and computer spawning.\n\nI wasn't happy with the previous game UI so I've modified it and created a permanent UI in this version. I think in the long run this will work much better, but there are some things to change/add. Right now I'm not sure how many UI sections there needs to be, but I'll figure that out over time.\n\n\n\n\n\n\n\n\n\nI'm currently working with an artist and composer to create the media for the prototype. When that happens, I will start including a license file to indicate which parts of the project are open source (basically the events and setup) and which parts are not (the media).", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/draw-paths-multiple-colors-130388", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm working on a small project where I'm using the Canvas Plugin by R0J0hound, but I'm running into a problem.\n I want the \"paint\" color to change depending on user selection. So far I have green and white. Each draws just fine in each color. HOWEVER, when I change the color to use, the existing paths turn the new selected color.\n How do I fix this bug? Thank ye in advance!\n Screenshot of what I have so far:\n\nI'm working on a small project where I'm using the Canvas Plugin by R0J0hound, but I'm running into a problem.\n\nI want the \"paint\" color to change depending on user selection. So far I have green and white. Each draws just fine in each color. HOWEVER, when I change the color to use, the existing paths turn the new selected color.\n\nHow do I fix this bug? Thank ye in advance!\n\nScreenshot of what I have so far:", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/dictionary-work-properly-137235", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI am running into a strange issue using the dictionary object in my licensed version r262 of Construct 2. I am not sure if this is the right place to post this so I apologize in advance. \n I have a text file that will include the identification as well as a \"tooltip\" that goes with it. I brought the text file into the dictionary via AJAX using \"tokenat\". If I look in the debug panel, the dictionary is being created correctly. \n I have a textbox with a default text value but I want certain sprites (with \"identification\" instance variables) to be hovered over thus changing the text with a mouse-over event after comparing the variable to find which associated tooltip it requires. \n The problem is, the one with the key index of 0 works perfectly but anything else returns 0 (which according to documentation means that the key was not found). I have quadruple checked to make sure that the instance variable matches with that of the key that it is supposed to call. \n I created an example capx from scratch to show that the issue is able to be replicated and that nothing else is added to chance any kind of conflict. It is not allowing me to attach the example capx to this thread but if I need to I can send it to someone directly. I have also tried using arrays instead of the dictionary object but the issue persisted. I did notice that adding the 2 example keys and values in manually via actions caused it to behave correctly but as I will have a large number of tooltips, I would much rather store them in a text file if possible. I am just not sure as to why the issue comes up if the resulting dictionary is identical either way. \n Any help would be greatly appreciated. I have been stumped on this for about 2 hours now and I am running out of hair to pull out.\n\nI am running into a strange issue using the dictionary object in my licensed version r262 of Construct 2. I am not sure if this is the right place to post this so I apologize in advance.\n\nI have a text file that will include the identification as well as a \"tooltip\" that goes with it. I brought the text file into the dictionary via AJAX using \"tokenat\". If I look in the debug panel, the dictionary is being created correctly.\n\nI have a textbox with a default text value but I want certain sprites (with \"identification\" instance variables) to be hovered over thus changing the text with a mouse-over event after comparing the variable to find which associated tooltip it requires.\n\nThe problem is, the one with the key index of 0 works perfectly but anything else returns 0 (which according to documentation means that the key was not found). I have quadruple checked to make sure that the instance variable matches with that of the key that it is supposed to call.\n\nI created an example capx from scratch to show that the issue is able to be replicated and that nothing else is added to chance any kind of conflict. It is not allowing me to attach the example capx to this thread but if I need to I can send it to someone directly. I have also tried using arrays instead of the dictionary object but the issue persisted. I did notice that adding the 2 example keys and values in manually via actions caused it to behave correctly but as I will have a large number of tooltips, I would much rather store them in a text file if possible. I am just not sure as to why the issue comes up if the resulting dictionary is identical either way.\n\nAny help would be greatly appreciated. I have been stumped on this for about 2 hours now and I am running out of hair to pull out.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/plugin-sdk-10/appodeal-ads-construct-159994", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nYou got some awesome ad plugins but your price is ridiculous. You should consider selling some ads plugins individually and give some of the indie developers a chance that don't have the kind of money to afford a whole bundle. \n I feel for the poorer developers trying to make it. It seems that the plugins which are needed are hogged and put up at extortionate amounts. I see no real business target in that.. people make more money selling individually than in bundles and it helps indies who don't have that kind of money, when the price is set too high it makes it less attractive. \n When I seen appodeal I was excited until I seen who posted it.\n\n Hi bob777, I understand and I do get what you mean, but unfortunately that is not possible, especially for the ad-network plugins. I personally created the advertisement Cordova plugins for the ad-networks, built from scratch for Construct 3, which is written in Android Studio and Xcode, natively and manually, using the Android SDK and the iOS SDK. That is all before I ever interface it with JavaScript, in order to write the Construct 3 plugins. \n These are incredibly time consuming tasks, and very hard to maintain. For example, the Mobile IronSource Collection alone takes at least 2 weeks to rewrite and refactor during breaking updates, inclusive of testing. However, there are also the frequent routine updates that range from sudden weekly to monthly. You may check our project tracking if you wish to learn more. \n If I were to make the Appodeal plugins, this would be of the same case. \n And, unlike game apps where you target millions of people and you can sell products at a significantly cheap price. In the Construct Master Collection, we only expect under or within hundreds a year of professional game developers. In comparison with our pricing, this is actually quite cheap. Especially since we also have to pay taxes and other business expenses. \n And, you're right, there is no real business target, but that's only because of such a small market. But, I and the other supporters just made it happen since we needed one, even if the need only occasionally happens to a few professional game developers. But this will significantly help anyone who looks for it, studios and most especially indie developers, avoiding huge costs and saving a lot of time and money from developing their own. I assure you no extortion is happening here, when all of the funding is reinvested in the improvement and maintenance of the collection. \n I'm afraid this is the reason why most great Construct 3 plugin developers found in the store suddenly left and stopped maintaining their plugins, due to low funding. And, this is my solution to avoid that end, to provide for professionals who just need quality and long-term investment for a complete set of game development tools, that are reasonably cheap for the amount of work, and still sustainable in long-term. \n People ask me to provide the best plugins for Construct 3, with more features, stability, reliability, more documentations and most especially a long-term investment. While, others just ask to provide it cheap. But unfortunately, I cannot do both. \n I have to do the prior, provide the collection which will have the best quality that we could offer and be able to have enough funds in maintaining and expanding the collection. \n If you expect to have a ROI higher than $99.99, then I think this is a fair price, especially since game development costs significantly more than that, and this is a one-time fee with free updates and additions. Otherwise, there are fortunately free built-in alternatives like the Mobile Advert.\r\n I hope you understand.\n> \n\nYou got some awesome ad plugins but your price is ridiculous. You should consider selling some ads plugins individually and give some of the indie developers a chance that don't have the kind of money to afford a whole bundle.\n\nI feel for the poorer developers trying to make it. It seems that the plugins which are needed are hogged and put up at extortionate amounts. I see no real business target in that.. people make more money selling individually than in bundles and it helps indies who don't have that kind of money, when the price is set too high it makes it less attractive.\n\nWhen I seen appodeal I was excited until I seen who posted it.\n\nHi bob777, I understand and I do get what you mean, but unfortunately that is not possible, especially for the ad-network plugins. I personally created the advertisement Cordova plugins for the ad-networks, built from scratch for Construct 3, which is written in Android Studio and Xcode, natively and manually, using the Android SDK and the iOS SDK. That is all before I ever interface it with JavaScript, in order to write the Construct 3 plugins.\n\nThese are incredibly time consuming tasks, and very hard to maintain. For example, the Mobile IronSource Collection alone takes at least 2 weeks to rewrite and refactor during breaking updates, inclusive of testing. However, there are also the frequent routine updates that range from sudden weekly to monthly. You may check our project tracking if you wish to learn more.\n\nIf I were to make the Appodeal plugins, this would be of the same case.\n\nAnd, unlike game apps where you target millions of people and you can sell products at a significantly cheap price. In the Construct Master Collection, we only expect under or within hundreds a year of professional game developers. In comparison with our pricing, this is actually quite cheap. Especially since we also have to pay taxes and other business expenses.\n\nAnd, you're right, there is no real business target, but that's only because of such a small market. But, I and the other supporters just made it happen since we needed one, even if the need only occasionally happens to a few professional game developers. But this will significantly help anyone who looks for it, studios and most especially indie developers, avoiding huge costs and saving a lot of time and money from developing their own. I assure you no extortion is happening here, when all of the funding is reinvested in the improvement and maintenance of the collection.\n\nI'm afraid this is the reason why most great Construct 3 plugin developers found in the store suddenly left and stopped maintaining their plugins, due to low funding. And, this is my solution to avoid that end, to provide for professionals who just need quality and long-term investment for a complete set of game development tools, that are reasonably cheap for the amount of work, and still sustainable in long-term.\n\nPeople ask me to provide the best plugins for Construct 3, with more features, stability, reliability, more documentations and most especially a long-term investment. While, others just ask to provide it cheap. But unfortunately, I cannot do both.\n\nI have to do the prior, provide the collection which will have the best quality that we could offer and be able to have enough funds in maintaining and expanding the collection.\n\nIf you expect to have a ROI higher than `$99.99`, then I think this is a fair price, especially since game development costs significantly more than that, and this is a one-time fee with free updates and additions. Otherwise, there are fortunately free built-in alternatives like the Mobile Advert.\nI hope you understand.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/free-online-games/spin-a-word-3664/play", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nPlay and guess word with this core game based on hangman and wheel of fortune. \n This game is based on Hangman and wheel of fortune but have its own rules (that can be changed in any way) \n In this game you need to guess the word. This demo game consists of five rounds, during which you collect points. \n For every spin you get a prize and on further correct guess, you get random multiple bonuses of base price. \n Every time you lose, you come to round 1. \n You can otherwise continue of refresh at any other end of the round. \n Your points create your rating as high score, that can be taken further for leaderboards or else. \n source code available here \n scirra.com/store/games-with-source/spin-a-word-2543 \n similar source code with this template is available here \n scirra.com/store/games-with-source/c2-wheel-of-fortune-2509\n\nPlay and guess word with this core game based on hangman and wheel of fortune.\n\nThis game is based on Hangman and wheel of fortune but have its own rules (that can be changed in any way)\n\nIn this game you need to guess the word. This demo game consists of five rounds, during which you collect points.\n\nFor every spin you get a prize and on further correct guess, you get random multiple bonuses of base price.\n\nEvery time you lose, you come to round 1.\n\nYou can otherwise continue of refresh at any other end of the round.\n\nYour points create your rating as high score, that can be taken further for leaderboards or else.\n\nsource code available here\n\nscirra.com/store/games-with-source/spin-a-word-2543\n\nsimilar source code with this template is available here\n\nscirra.com/store/games-with-source/c2-wheel-of-fortune-2509", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/free-online-games/lost-1729/play", + "domain": "construct.net", + "file_source": "part-00084-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nBy embedding games on your website or application you are agreeing to the Construct.net Arcade Terms of Service.\n\ntry and survive for as long as possible!\n\n(note: the starting bit is a story)\n\n[story] arrow keys to move, click to inspect\n\n[game] a to make the right square go back green\n\npress hide to hide, which makes the left square go (slowly) green (note: you cant press a when that happens", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/redeem-license-83094", + "domain": "construct.net", + "file_source": "part-00707-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi there! \n In december I bought Construct 2 on Steam. I'm using it in my free time and it's AWESOME!\n I was trying some of the examples here on the site but it seems that the steam version of construct isn't the same available here on the site.\n Can I also redeem a Personal License here on the site from my steam product? \n Thanks!\n\n Sorry, i've made a mistake i guess, you need to email here \n Doublepost for make op alerted.\n> \n\nHi there!\n\nIn december I bought Construct 2 on Steam. I'm using it in my free time and it's AWESOME!\n\nI was trying some of the examples here on the site but it seems that the steam version of construct isn't the same available here on the site.\n\nCan I also redeem a Personal License here on the site from my steam product?\n\nThanks!\n\nSorry, i've made a mistake i guess, you need to email here\n\nDoublepost for make op alerted.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/forum/construct-3/how-do-i-8/how-to-draw-a-line-126377", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nso im looking to make a drawing applet, kind of a ***** and giggles sort of deal for friends, currently i have \n if left click - spawn sprite \"Dot\" mouse.x,mouse.y \n every tick set \"Size\" to slidebar value\n \"dot\" is a 1x1 square. \n when i move the mouse, it will spawn intermediate pixels, like a tracer motion of the mouse, but not necessarily a line. is this achievable or should i submit this to the suggestions for c3?\n\nso im looking to make a drawing applet, kind of a ***** and giggles sort of deal for friends, currently i have\n\nif left click - spawn sprite \"Dot\" mouse.x,mouse.y\n\nevery tick set \"Size\" to slidebar value\n\n\"dot\" is a 1x1 square.\n\nwhen i move the mouse, it will spawn intermediate pixels, like a tracer motion of the mouse, but not necessarily a line. is this achievable or should i submit this to the suggestions for c3?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/feature-request-global-86839", + "domain": "construct.net", + "file_source": "part-00084-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nThis gets asked around some times. Here's two of my posts on the subject: \n Post 1\n Post 2\n also see this and this (both in the same thread), where I suggest cosmetic (aka, interface-only) solutions to the problem.\n Keep in mind that the solution only involves changes to the IDE, the engine itself need not be affected. In fact, since each variable can only be in one group (a tree structure), all the engine has to do is concatenate the parents to get the final variable name. So player.ship.resistances.fire could be converted to \"playershipresistancesfire\" on exporting. It seems pretty simple to me, but only Ashley can say with certainty how hard it would be to change the IDE (I hear it's a bit painful).\n While the solution above applies to instance variables, there's no reason a similar scheme can't be applied to global/local variables as well.\n\nThis gets asked around some times. Here's two of my posts on the subject:\n\nPost 1\n\nPost 2\n\nalso see this and this (both in the same thread), where I suggest cosmetic (aka, interface-only) solutions to the problem.\n\nKeep in mind that the solution only involves changes to the IDE, the engine itself need not be affected. In fact, since each variable can only be in one group (a tree structure), all the engine has to do is concatenate the parents to get the final variable name. So player.ship.resistances.fire could be converted to \"playershipresistancesfire\" on exporting. It seems pretty simple to me, but only Ashley can say with certainty how hard it would be to change the IDE (I hear it's a bit painful).\n\nWhile the solution above applies to instance variables, there's no reason a similar scheme can't be applied to global/local variables as well.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-classic/construct-engineering-43/python-runtime-help-41290", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nIt works for me.\n I'm using python 2.6.4 but the latest 2.6.x version should work.\n I uncommented \"//#define python\" from stdafx.h and built DX9_p.exe and DX9.exe.\n I then renamed them to DX9_ps.exe and DX9_s.exe.\n Then with scripting enabled in Construct I was able to both preview and export with no issues.\n If you build the non python runtimes are you able to preview and export cap files with scripting disabled?\n\nIt works for me.\n\nI'm using python 2.6.4 but the latest 2.6.x version should work.\n\nI uncommented \"//#define python\" from stdafx.h and built DX9_p.exe and DX9.exe.\n\nI then renamed them to DX9_ps.exe and DX9_s.exe.\n\nThen with scripting enabled in Construct I was able to both preview and export with no issues.\n\nIf you build the non python runtimes are you able to preview and export cap files with scripting disabled?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/addons-29/airconsole-controller-maker-120824/page-5", + "domain": "construct.net", + "file_source": "part-00707-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\ncjbruce Do you have Skype so we can collaborate and resolve this problem ? I've got some fixes that I want you to try. \n Your project won't get approved by Airconsole if that problem persists right ?\n\n X3M, \n We're pretty close to launching our game, so we don't want to make any big changes in the next few weeks. We're actually hardcoding the controller using jQuery and divs instead of HTML5 canvas/Construct 2.\n For what it is worth, I also used the Phaser.io \"Tanks\" example to create a Phaser.io-based controller:\n 1. I renamed the \"Tanks\" game screen.html as controller.html. I used this because it has all of the appropriate working AirConsole code, but was not created using Construct 2.\n 2. I used the existing \"Pong\" example as my screen.html.\n 3. I loaded the resulting game in the AirConsole simulator.\n Everything loaded fine in the simulator and on my Nexus 5, but the Phaser.io-generated controller screen shifted on my iOS devices, just like it does using the Construct 2 AirConsoleController plugin. Since the same problem occurs in controllers created with both Phaser.io and Construct 2, I suspect the fundamental issue is an interaction between the AirConsole code and canvas elements.\n I would be happy to set up a Skype session. Can we work it out over PM?\n> \n\ncjbruce Do you have Skype so we can collaborate and resolve this problem ? I've got some fixes that I want you to try.\n\nYour project won't get approved by Airconsole if that problem persists right ?\n\nX3M,\n\nWe're pretty close to launching our game, so we don't want to make any big changes in the next few weeks. We're actually hardcoding the controller using jQuery and divs instead of HTML5 canvas/Construct 2.\n\nFor what it is worth, I also used the Phaser.io \"Tanks\" example to create a Phaser.io-based controller:\n\n1. I renamed the \"Tanks\" game screen.html as controller.html. I used this because it has all of the appropriate working AirConsole code, but was not created using Construct 2.\n\n2. I used the existing \"Pong\" example as my screen.html.\n\n3. I loaded the resulting game in the AirConsole simulator.\n\nEverything loaded fine in the simulator and on my Nexus 5, but the Phaser.io-generated controller screen shifted on my iOS devices, just like it does using the Construct 2 AirConsoleController plugin. Since the same problem occurs in controllers created with both Phaser.io and Construct 2, I suspect the fundamental issue is an interaction between the AirConsole code and canvas elements.\n\nI would be happy to set up a Skype session. Can we work it out over PM?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-classic/help-support-using-construct-38/move-object-itself-40625", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHave a look at the image:\n Object A is the one that moves, Object B is the one that moves around Object A. The green rectangle defines the region in which Object B moves around Object A.\n You have to do two steps: Create a movement within a region with origin (0, 0) and set the boundaries relative to Object A's hotspot.\n Let's say, the green rectangle represents a region of 200x300 pixel. The points P1 to P4 then are (0, 0), (199, 0), (0, 299), (199, 299). Object B has 7 private variables: nx, ny, ox, oy, cx, cy, t\n cx and cy represent the current position within the region, nx and ny represent the new position that Object B has to reach, ox and oy the last position that was reached and t is the t-value for the lerp expression.\n Some random starting position (you could as well just set the initial values of the PVs):\n + Start of layout\n -> Object B: Set 'cx' to 80\n -> Object B: Set 'cy' to 90\n -> Object B: Set 'nx' to 80\n -> Object B: Set 'ny' to 90\n -> Object B: Set 'ox' to 80\n -> Object B: Set 'oy' to 90\n -> Object B: Set 'tx' to 1\n If Object B reaches nx/ny set a new position (use 'Pick by evaluate'):\n + ObjectB: Pick by Round('cx') = 'nx' and Round('cy') = 'ny'\n -> ObjectB: Set 't' to 0\n -> ObjectB: Set 'ox' to 'nx'\n -> ObjectB: Set 'oy' to 'ny'\n -> ObjectB: Set 'nx' to Random(200)\n -> ObjectB: Set 'ny' to Random(300)\n While valid calculate the current position within the virtual region and make the region relative to Object A's position:\n + System: Always (every tick)\n -> ObjectB: Add 0.5 * TimeDelta to 't'\n -> ObjectB: Set 'cx' to Lerp('ox', 'nx', 't')\n -> ObjectB: Set 'cy' to Lerp('oy', 'ny', 't')\n -> ObjectB: Set position to ObjectA.X - 100 + 'cx', ObjectA.Y - 150 + 'cy'\n This is just one movement style for Object B. You would have to adapt your own to this scheme. For example, the region is set centered around Object A's hotspot. You might want to have it not centered. Then calculate the \"hotspot\" of the region accordingly in the last action of the \"always\"-event. But the basics stay the same: \"Move\" the object within a virtual region. Then set the region relative to the first object's position.\n Here is the .cap: http://www.mediafire.com/file/tkk496k08okk65q/relative.cap\n\nHave a look at the image:\n\nObject A is the one that moves, Object B is the one that moves around Object A. The green rectangle defines the region in which Object B moves around Object A.\n\nYou have to do two steps: Create a movement within a region with origin (0, 0) and set the boundaries relative to Object A's hotspot.\n\nLet's say, the green rectangle represents a region of 200x300 pixel. The points P1 to P4 then are (0, 0), (199, 0), (0, 299), (199, 299). Object B has 7 private variables: nx, ny, ox, oy, cx, cy, t\n\ncx and cy represent the current position within the region, nx and ny represent the new position that Object B has to reach, ox and oy the last position that was reached and t is the t-value for the lerp expression.\n\nSome random starting position (you could as well just set the initial values of the PVs):\n\n+ Start of layout\n\n-> Object B: Set 'cx' to 80\n\n-> Object B: Set 'cy' to 90\n\n-> Object B: Set 'nx' to 80\n\n-> Object B: Set 'ny' to 90\n\n-> Object B: Set 'ox' to 80\n\n-> Object B: Set 'oy' to 90\n\n-> Object B: Set 'tx' to 1\n\nIf Object B reaches nx/ny set a new position (use 'Pick by evaluate'):\n\n+ ObjectB: Pick by Round('cx') = 'nx' and Round('cy') = 'ny'\n\n-> ObjectB: Set 't' to 0\n\n-> ObjectB: Set 'ox' to 'nx'\n\n-> ObjectB: Set 'oy' to 'ny'\n\n-> ObjectB: Set 'nx' to Random(200)\n\n-> ObjectB: Set 'ny' to Random(300)\n\nWhile valid calculate the current position within the virtual region and make the region relative to Object A's position:\n\n+ System: Always (every tick)\n\n-> ObjectB: Add 0.5 * TimeDelta to 't'\n\n-> ObjectB: Set 'cx' to Lerp('ox', 'nx', 't')\n\n-> ObjectB: Set 'cy' to Lerp('oy', 'ny', 't')\n\n-> ObjectB: Set position to ObjectA.X - 100 + 'cx', ObjectA.Y - 150 + 'cy'\n\nThis is just one movement style for Object B. You would have to adapt your own to this scheme. For example, the region is set centered around Object A's hotspot. You might want to have it not centered. Then calculate the \"hotspot\" of the region accordingly in the last action of the \"always\"-event. But the basics stay the same: \"Move\" the object within a virtual region. Then set the region relative to the first object's position.\n\nHere is the .cap: http://www.mediafire.com/file/tkk496k08okk65q/relative.cap", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/sprite-height-adjustment-82661", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi Everyone!\n I have been plugging away at my game and ran into an issue with resizing a sprite.\n What I am trying to achieve is to squish the sprite slightly when it hits the ground, then have it spring back to it's original size.\n It works for the most part, but sometimes it goes ******* and the height amount shrinks and grows several times rapidly.\n Here's what I have so far...\n [attachment=0:34fkm3wn][/attachment:34fkm3wn] \n Does anyone have any suggestions, or maybe even a different way of doing it.\n Thanks in advance!\n\nHi Everyone!\n\nI have been plugging away at my game and ran into an issue with resizing a sprite.\n\nWhat I am trying to achieve is to squish the sprite slightly when it hits the ground, then have it spring back to it's original size.\n\nIt works for the most part, but sometimes it goes ******* and the height amount shrinks and grows several times rapidly.\n\nHere's what I have so far...\n\n[attachment=0:34fkm3wn][/attachment:34fkm3wn]\n\nDoes anyone have any suggestions, or maybe even a different way of doing it.\n\nThanks in advance!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/works-in-progressfeedback-24/island-generation-114013", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI posted some of this over in the \"How Do I...\" section, but I thought I'd keep some updates here too for anyone interested\n .\n I've been working for the last couple of days on a random island generator that I want to maybe use for a project in the future. I used the Zelda 2 overworld sprites and tiles modified them to work with a BitWise algorithm (thanks to R0J0hound), and I'm more or less using the method described here for my island generation: http://dxprog.com/files/randmaps.html (also similar to what Ethan described in a post somewhere, probably this one turn-based-strategy-like-advance-wars-devlog_t87666?&start=10&hilit=random+island).\n Here's the first build I did, using zelda 2 graphics. I really wanted to achieve a sandy border around my islands, maybe I can still figure out a way to achieve that at some point... even if it's just creating an algorithm that raises everything on a land mass except for what's on the edge:\n I just changed some graphics. Still wanting to figure out how to get some more natural landscapes, but for now I think I can still build on this engine. Any help would be great! I noticed that when I was trying to average out each cell based on the surrounding cells, if I didn't use int() I was getting some insane values. \n I abandoned the sandy edges to my islands (for now) until I can figure out how to fix my algorithm. In terms of graphics, I put in an optional animated tiles option for things like water and coasts.\n Here's the latest build:\n http://threesevenhosting.com/builds/rover/6-14-2016\n arrow keys, press space to regenerate the island, you can zoom in and out with the mouse wheel, and you can raise and lower terrain using the left and right mouse clicks.\n June 9th Update\n July 1st Update\n Fleshed out the side scrolling a bit, and ran a pass through the array to fill in some of those bitwise gaps. Included some particles and the ocean as well. Really enjoying working on this! the grass is generated at random based on some variables I plug in, as well as the particles.\n July 17\n Creeping on some bull elk\n working on a day/night system (pretty much completed, just needs some better visuals), ducking, crawling, and running for the player, etc. next I'm hoping to get some basic AI for NPCs going.\n july stuff\n the hunt is on. sort of.\n August something\n Slowly but surely plugging away. This has been a really neat project to work on, and I've learned a ton. In this example, I randomly generated a mountain, in part using the bitwise method and TMX files, as well as using the spelunky style of level generation. You only see the peak of the mountain here and some hastily drawn mountain peaks in the background, but the whole mountain is huge!\n Next I'll be adding in more variation in the different parts of the mountain, as well as some enemy interactions. I'm planning on adding in some caves, too. We'll see how long that takes... this literally took like 3 weeks to figure out!\n\nI posted some of this over in the \"How Do I...\" section, but I thought I'd keep some updates here too for anyone interested\n\n.\n\nI've been working for the last couple of days on a random island generator that I want to maybe use for a project in the future. I used the Zelda 2 overworld sprites and tiles modified them to work with a BitWise algorithm (thanks to R0J0hound), and I'm more or less using the method described here for my island generation: http://dxprog.com/files/randmaps.html (also similar to what Ethan described in a post somewhere, probably this one turn-based-strategy-like-advance-wars-devlog_t87666?&start=10&hilit=random+island).\n\nHere's the first build I did, using zelda 2 graphics. I really wanted to achieve a sandy border around my islands, maybe I can still figure out a way to achieve that at some point... even if it's just creating an algorithm that raises everything on a land mass except for what's on the edge:\n\nI just changed some graphics. Still wanting to figure out how to get some more natural landscapes, but for now I think I can still build on this engine. Any help would be great! I noticed that when I was trying to average out each cell based on the surrounding cells, if I didn't use int() I was getting some insane values.\n\nI abandoned the sandy edges to my islands (for now) until I can figure out how to fix my algorithm. In terms of graphics, I put in an optional animated tiles option for things like water and coasts.\n\nHere's the latest build:\n\nhttp://threesevenhosting.com/builds/rover/6-14-2016\n\narrow keys, press space to regenerate the island, you can zoom in and out with the mouse wheel, and you can raise and lower terrain using the left and right mouse clicks.\n\nJune 9th Update\n\nJuly 1st Update\n\nFleshed out the side scrolling a bit, and ran a pass through the array to fill in some of those bitwise gaps. Included some particles and the ocean as well. Really enjoying working on this! the grass is generated at random based on some variables I plug in, as well as the particles.\n\nJuly 17\n\nCreeping on some bull elk\n\nworking on a day/night system (pretty much completed, just needs some better visuals), ducking, crawling, and running for the player, etc. next I'm hoping to get some basic AI for NPCs going.\n\njuly stuff\n\nthe hunt is on. sort of.\n\nAugust something\n\nSlowly but surely plugging away. This has been a really neat project to work on, and I've learned a ton. In this example, I randomly generated a mountain, in part using the bitwise method and TMX files, as well as using the spelunky style of level generation. You only see the peak of the mountain here and some hastily drawn mountain peaks in the background, but the whole mountain is huge!\n\nNext I'll be adding in more variation in the different parts of the mountain, as well as some enemy interactions. I'm planning on adding in some caves, too. We'll see how long that takes... this literally took like 3 weeks to figure out!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/closed-bugs-22/bug-try-open-old-project-60200", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\n---------------------------\n Construct 2 Check failure\n ---------------------------\n Check failure! This is probably a bug:\n Condition ID does not appear to exist in related behavior\n Condition: behavior_type->GetBehavior()->HasConditionID(cnd_id)\n File: Projects\\EventCondition.cpp\n Line: 45\n Function: __thiscall EventCondition::EventCondition(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector >,class std::allocator > > > &&,unsigned __int64)\n Build: release 127 (32-bit) checked\n Component: Construct 2 IDE\n (Last Win32 error: 0)\n You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.\n ---------------------------\n Przerwij Pon�w pr�be Ignoruj \n ---------------------------\n I cant send capx sorry\n\n---------------------------\n\nConstruct 2 Check failure\n\n---------------------------\n\nCheck failure! This is probably a bug:\n\nCondition ID does not appear to exist in related behavior\n\nCondition: behavior_type->GetBehavior()->HasConditionID(cnd_id)\n\nFile: Projects\\EventCondition.cpp\n\nLine: 45\n\nFunction: __thiscall EventCondition::EventCondition(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector >,class std::allocator > > > &&,unsigned __int64)\n\nBuild: release 127 (32-bit) checked\n\nComponent: Construct 2 IDE\n\n(Last Win32 error: 0)\n\nYou are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.\n\n---------------------------\n\nPrzerwij Pon�w pr�be Ignoruj\n\n---------------------------\n\nI cant send capx sorry", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/feedback-039else039-condition-46406/page-2", + "domain": "construct.net", + "file_source": "part-00741-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nOf course, experienced users see that this sets X to 1 then immediately back to 0 in the next event. However, using 'Else':\n + If X = 0\n -> Set X to 1\n + Else\n -> Set X to 0\n This works as intended, toggling X between 0 and 1. However, your proposal to make 'Else' the equivalent of the inverted previous event will break it again, making it work like the first example!\n\n A bit off topic I agree, but perhaps some experienced users aren't aware of the \"short\" version of toggling between 0 and 1 without ifs:\n Set X = 1 - X.\n Now back on topic, after reading more here's my suggestion:\n For logical conditions, ELSE should be \"programatic\" else, i.e. did it execute or not.\n For Picking conditions: \"Else\" picking should be done at the same time as the \"IF\" picking and should be the exact opposite. So let's say you have 5 sprites, 1 on the left of 320, and 4 on the right, then you do:\n Sprite->X > 320 -> do something\n ELSE -> Do something else\n it should execute accordingly. BUT, IF in the \"do something\" you move some sprites, then the \"ELSE\" should not pick those sprites, even though by the time the flow gets there, they match the ELSE too. Think of it like \"programatic\" if on a \"per instance\" basis.\n Like: \"For these instances, did the logic under IF execute or not? If yes, don't pick them on the ELSE, otherwise, DO pick them, REGARDLESS of what happened to them and whether or not they match the inverted condition as well by the time the \"flow\" gets there\"\n This as far as I can tell is the most \"honest\" implementation of ELSE.\n And Fimbul, the else in your scenarios should do exactly what the inverted does currently. You can invert \"Every tick\", \"For\" etc currently, I didn't try to see what it does in practice, but you can invert them and the ELSE for those should do exactly what the inverted does currently \n \n> \n\nOf course, experienced users see that this sets X to 1 then immediately back to 0 in the next event. However, using 'Else':\n\n+ If X = 0\n\n-> Set X to 1\n\n+ Else\n\n-> Set X to 0\n\nThis works as intended, toggling X between 0 and 1. However, your proposal to make 'Else' the equivalent of the inverted previous event will break it again, making it work like the first example!\n\nA bit off topic I agree, but perhaps some experienced users aren't aware of the \"short\" version of toggling between 0 and 1 without ifs:\n\nSet X = 1 - X.\n\nNow back on topic, after reading more here's my suggestion:\n\nFor logical conditions, ELSE should be \"programatic\" else, i.e. did it execute or not.\n\nFor Picking conditions: \"Else\" picking should be done at the same time as the \"IF\" picking and should be the exact opposite. So let's say you have 5 sprites, 1 on the left of 320, and 4 on the right, then you do:\n\nSprite->X > 320 -> do something\n\nELSE -> Do something else\n\nit should execute accordingly. BUT, IF in the \"do something\" you move some sprites, then the \"ELSE\" should not pick those sprites, even though by the time the flow gets there, they match the ELSE too. Think of it like \"programatic\" if on a \"per instance\" basis.\n\nLike: \"For these instances, did the logic under IF execute or not? If yes, don't pick them on the ELSE, otherwise, DO pick them, REGARDLESS of what happened to them and whether or not they match the inverted condition as well by the time the \"flow\" gets there\"\n\nThis as far as I can tell is the most \"honest\" implementation of ELSE.\n\nAnd Fimbul, the else in your scenarios should do exactly what the inverted does currently. You can invert \"Every tick\", \"For\" etc currently, I didn't try to see what it does in practice, but you can invert them and the ELSE for those should do exactly what the inverted does currently \n\n", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/scirra-website/website-issues-and-feedback-35/bug-posting-comments-links-51537", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHello Tom,\n I was trying to post a link on a tutorial comment and it returned an HTML string half finished.\n How I reproduced:\n You can try out to see with your own eyes.\n scirra.com/tutorials/355/making-character-composed-of-multiple-parts \n After many tries to repair that given code (by editing the comment) I found a way to reproduce the link, simple putting a \"<\" on the begin of the address. So, I believe it's missing in the comments code, because then it bug, it return something like this:\n\n a href=\"https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx\" rel=\"nofollow\">https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx\n\nHello Tom,\n\nI was trying to post a link on a tutorial comment and it returned an HTML string half finished.\n\nHow I reproduced:\n\nYou can try out to see with your own eyes.\n\nscirra.com/tutorials/355/making-character-composed-of-multiple-parts\n\nAfter many tries to repair that given code (by editing the comment) I found a way to reproduce the link, simple putting a \"<\" on the begin of the address. So, I believe it's missing in the comments code, because then it bug, it return something like this:\n\na href=\"https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx\" rel=\"nofollow\">https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx\na href=\"https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx\" rel=\"nofollow\">https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx\n> \n\n```\na href=\"https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx\" rel=\"nofollow\">https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx\n```", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/system-requirement-c2-64193", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi, I just have a very basic question - what PC systems you guys are using for making games out of C2? I'm looking to buy a new laptop pc, and just found a good deal on a Lenovo IdeaPad (3rd Gen Intel Core i3-3227U, 4G Ram) - not sure if that would be a right one to have for making games. I understand this is just a entry-level system, but I'm not making anything big but just some 2D physics games - so I guess it should be good, what's your opinion? Thanks :D\n\nHi, I just have a very basic question - what PC systems you guys are using for making games out of C2? I'm looking to buy a new laptop pc, and just found a good deal on a Lenovo IdeaPad (3rd Gen Intel Core i3-3227U, 4G Ram) - not sure if that would be a right one to have for making games. I understand this is just a entry-level system, but I'm not making anything big but just some 2D physics games - so I guess it should be good, what's your opinion? Thanks :D", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/game-development/game-development-design-ideas-25/combining-sprites-119037", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nOne sprite will be the 'base', the others attach to it.\n Use imagepoints on the 'base' sprite to mark where the parts sprite will be attached.\n To attach, use the pin behavior, or a simple 'set position of part sprite to imagepoint on base sprite' every tick.\n For easy creation and simple picking, bring base sprite and sprite parts in a container.\n Each instance of a sprite has individual instance variables.\n\nOne sprite will be the 'base', the others attach to it.\n\nUse imagepoints on the 'base' sprite to mark where the parts sprite will be attached.\n\nTo attach, use the pin behavior, or a simple 'set position of part sprite to imagepoint on base sprite' every tick.\n\nFor easy creation and simple picking, bring base sprite and sprite parts in a container.\n\nEach instance of a sprite has individual instance variables.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-classic/construct-classic-discussion-37/scirra-construct-logo-31403", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nEh, I'll upload it anyway.\n\n great! thanks!\n\n What? Firstly you made mmo so quickly?\n\n I did not say we finished it and think again, isn't construct MADE for making games quickly?\n\n Secondly why do you need logo?\n\n as I said to credit scirra / construct\n\n Also there is no internet plugin (only available through python).\n\n so where's the problem then?\n\n I smell something fishy...\n\n smell again it may be you \n cheers guys and happy constructing!\n> \n\nEh, I'll upload it anyway.\n\ngreat! thanks!\n\n> \n\nWhat? Firstly you made mmo so quickly?\n\nI did not say we finished it and think again, isn't construct MADE for making games quickly?\n\n> \n\nSecondly why do you need logo?\n\nas I said to credit scirra / construct\n\n> \n\nAlso there is no internet plugin (only available through python).\n\nso where's the problem then?\n\n> \n\nI smell something fishy...\n\nsmell again it may be you\n\ncheers guys and happy constructing!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/general/open-topic-33/buy-c2-76024", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nIt's kind of an odd question to ask on the official C2 forums, but after browsing a bit, I'm kinda scarred.\n I am a 48h game jam developer and ,'till now, I worked using my own set of tools. While this is cool, because I have a complete control and understanding of what I do, I feel like loosing time and being limited especially since I can only compile to Linux, OSX and Windows.\n\n You'll definitely like it here, especially since you can code. The editor can be a bit quirky sometimes, and you'll often find yourself pushing it's limits, but Ashley is always adding features, and you can always crack open the SDK if you want to get your hands into some javascript.\n\n Is the android/iOS export working? I saw countless posts stating they had problems and since I do games with very limited time constraint, I can't afford to loose half a day on a specific platform problem\n\n Yeah it works. The problem is mobiles are always 1~3 years behind the desktop feature-wise, and about 5 years behind performance-wise, so people complain. Right now, physics is possible (whereas a few months ago it used to kill the phone). WebGL still degrades things a bit too much from what I hear, so it's only usable in newer phones (not exactly top-of-the-line, think 2 years old maximum).\n\n I saw like a weekly war going on about \"you should go native\", well I'm coming from native and I don't think it's the best idea for hobbyist. Is performances that bad? From my test, it looked more than ok for a wysiwyg game editor.\n\n Like I said above, performance is great, unless we're talking about mobiles. Still, seeing as how you're a game jam dev, I would familiarize myself with the engine first, given that the performance issues that occur in mobiles are nearly always caused by the same things (excess physics, WebGL, big textures). Since you're familiar with code, you'll probably be aware of what those problems are, since they happen everywhere.\n With native, you spend most of your time dealing with low-level routines for drawing, collision checking and dealing with bugs - Construct 2 takes care of that for you, so you can have a pretty good game up and running in a few hours, and games that would take months to make from scratch in native should take you weeks at most (think super meat boy, braid, spelunky, binding of isaac).\n On the other hand, as your project gets bigger (think RTS games, simulations, RPGs), the event system starts to become a bit unwieldy. You can postpone this if you're clever and think outside the box, adopting frameworks, sane variable names, comments, groups and so on.\n There's definitely a point where your code becomes spaghetti, and that for me is the biggest problem right now. It shouldn't bother you, though, unless you want to make an epic feature-packed game.\n\n The easy to use shaders is one of the strongest point of C2 to me, allowing quickly done effects. On the same idea, I often use some very basic 3D for effects, is it possible to display 3D textured objects? No animation or anything, just basic 3D rotation and display?\n\n No. People will come up with hacks, but there's definitely no 3D: anyone who says otherwise is deluded. We have basic billboard mode-7 like stuff, achieved through basic trig, but there aren't any rotating objects or anything like that. At best, you can display a 3D planet rotating.\n\n How is the tool progressing : it seems like updates are coming out often, but as users, do you feel there is progress?\n\n Fast progress all around. Ashley is great. May not always have the features you want right away, but the updates never stop.\n Also we're not talking about itty bitty patches-disguised-as-updates here either: we actually have full length features being added to the product all the time.\n We recently had a debugger (complete with breakpoints and stepping) and the current \"big thing\" is the multiplayer (with UDP support!) plugin.\n Our \"patches\" frequently add cool stuff as well, such as the recent ejecta wrapper.\n\n And finally : are you happy with your purchase?\n\n Definitely.\n Here are some problems you'll face:\n\n There are few ways to collaborate - two people cannot edit the same project at the same time.\n Code gets messy if you want to do complex games\n Code reuse is poor, due to lack of modularization. Either reuse entire engines or make new engines from scratch.\n Some times, browser vendors do weird things that break the engine, and you have to wait for new versions to come out (such as chrome's decision to disable hardware acceleration in windows XP and vista).\n Some things are impossible to do until browser vendors agree to support it (the biggest problem was multiplayer, but that's now being fixed).\n You cannot \"code\" directly in the engine. If you want to touch the javascript, you have to create a plugin/behavior with the SDK. It's a painless process, though.\n Integration with 3rd party tools is a pain, unless said tools are officially sanctioned by Scirra (such as spriter or tiled). If you want articy:draft or similar, you have to do it manually (and there are no means to automate the integration either).\n\n Here are some problems you WILL NOT face:\n\n Stuttering caused by javascript's garbage collector: Ashley has done a great job working around the gc, so this type of pause is rare.\n Display/Behavior inconsistencies: games work mostly the same across platforms. You may find some discrepancies in jump heights, small distortions in effects and differences in physics evaluation, but nothing major. Things work like you expect them to.\n Showstopper bugs: The engine is pretty stable, and you only run into bugs if you dig deep inside the engine. Most bugs have workarounds, and are fixed pretty fast.\n Project corruption: pretty rare. When it does happen, it's often because the developer deleted something he wasn't supposed to. Also it's often possible to recover such \"corrupted\" projects.\n Hidden \"gotchas\": stuff works as documented, but for the most part you don't even need to read the documentation. Functions are self-explanatory and work how you expect them to work.\n> \n\nIt's kind of an odd question to ask on the official C2 forums, but after browsing a bit, I'm kinda scarred.\n\nI am a 48h game jam developer and ,'till now, I worked using my own set of tools. While this is cool, because I have a complete control and understanding of what I do, I feel like loosing time and being limited especially since I can only compile to Linux, OSX and Windows.\n\nYou'll definitely like it here, especially since you can code. The editor can be a bit quirky sometimes, and you'll often find yourself pushing it's limits, but Ashley is always adding features, and you can always crack open the SDK if you want to get your hands into some javascript.\n\n> \n\nIs the android/iOS export working? I saw countless posts stating they had problems and since I do games with very limited time constraint, I can't afford to loose half a day on a specific platform problem\n\nYeah it works. The problem is mobiles are always 1~3 years behind the desktop feature-wise, and about 5 years behind performance-wise, so people complain. Right now, physics is possible (whereas a few months ago it used to kill the phone). WebGL still degrades things a bit too much from what I hear, so it's only usable in newer phones (not exactly top-of-the-line, think 2 years old maximum).\n\n> \n\nI saw like a weekly war going on about \"you should go native\", well I'm coming from native and I don't think it's the best idea for hobbyist. Is performances that bad? From my test, it looked more than ok for a wysiwyg game editor.\n\nLike I said above, performance is great, unless we're talking about mobiles. Still, seeing as how you're a game jam dev, I would familiarize myself with the engine first, given that the performance issues that occur in mobiles are nearly always caused by the same things (excess physics, WebGL, big textures). Since you're familiar with code, you'll probably be aware of what those problems are, since they happen everywhere.\n\nWith native, you spend most of your time dealing with low-level routines for drawing, collision checking and dealing with bugs - Construct 2 takes care of that for you, so you can have a pretty good game up and running in a few hours, and games that would take months to make from scratch in native should take you weeks at most (think super meat boy, braid, spelunky, binding of isaac).\n\nOn the other hand, as your project gets bigger (think RTS games, simulations, RPGs), the event system starts to become a bit unwieldy. You can postpone this if you're clever and think outside the box, adopting frameworks, sane variable names, comments, groups and so on.\n\nThere's definitely a point where your code becomes spaghetti, and that for me is the biggest problem right now. It shouldn't bother you, though, unless you want to make an epic feature-packed game.\n\n> \n\nThe easy to use shaders is one of the strongest point of C2 to me, allowing quickly done effects. On the same idea, I often use some very basic 3D for effects, is it possible to display 3D textured objects? No animation or anything, just basic 3D rotation and display?\n\nNo. People will come up with hacks, but there's definitely no 3D: anyone who says otherwise is deluded. We have basic billboard mode-7 like stuff, achieved through basic trig, but there aren't any rotating objects or anything like that. At best, you can display a 3D planet rotating.\n\n> \n\nHow is the tool progressing : it seems like updates are coming out often, but as users, do you feel there is progress?\n\nFast progress all around. Ashley is great. May not always have the features you want right away, but the updates never stop.\n\nAlso we're not talking about itty bitty patches-disguised-as-updates here either: we actually have full length features being added to the product all the time.\n\nWe recently had a debugger (complete with breakpoints and stepping) and the current \"big thing\" is the multiplayer (with UDP support!) plugin.\n\nOur \"patches\" frequently add cool stuff as well, such as the recent ejecta wrapper.\n\n> \n\nAnd finally : are you happy with your purchase?\n\nDefinitely.\n\nHere are some problems you'll face:\n\n* There are few ways to collaborate - two people cannot edit the same project at the same time.\n* Code gets messy if you want to do complex games\n* Code reuse is poor, due to lack of modularization. Either reuse entire engines or make new engines from scratch.\n* Some times, browser vendors do weird things that break the engine, and you have to wait for new versions to come out (such as chrome's decision to disable hardware acceleration in windows XP and vista).\n* Some things are impossible to do until browser vendors agree to support it (the biggest problem was multiplayer, but that's now being fixed).\n* You cannot \"code\" directly in the engine. If you want to touch the javascript, you have to create a plugin/behavior with the SDK. It's a painless process, though.\n* Integration with 3rd party tools is a pain, unless said tools are officially sanctioned by Scirra (such as spriter or tiled). If you want articy:draft or similar, you have to do it manually (and there are no means to automate the integration either).\n\nHere are some problems you WILL NOT face:\n\n* Stuttering caused by javascript's garbage collector: Ashley has done a great job working around the gc, so this type of pause is rare.\n* Display/Behavior inconsistencies: games work mostly the same across platforms. You may find some discrepancies in jump heights, small distortions in effects and differences in physics evaluation, but nothing major. Things work like you expect them to.\n* Showstopper bugs: The engine is pretty stable, and you only run into bugs if you dig deep inside the engine. Most bugs have workarounds, and are fixed pretty fast.\n* Project corruption: pretty rare. When it does happen, it's often because the developer deleted something he wasn't supposed to. Also it's often possible to recover such \"corrupted\" projects.\n* Hidden \"gotchas\": stuff works as documented, but for the most part you don't even need to read the documentation. Functions are self-explanatory and work how you expect them to work.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/control-sound-better-94448", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nDid a search, but didn't really find a solution to my problems. \n I am having two problems regarding sound in my game. When I start the layout I have music playing right from the start. Whenever something else happens with sound involved (me jumping), the music skips for the first sound. After that everything is fine. Any tips on how I can prevent this? \n Also, the way it is now I can just spam the jump button, and the sound will play eventhough the player is hanging in mid-air. Is there any way to prevent this? \n Thanks in advance!\n\nDid a search, but didn't really find a solution to my problems.\n\nI am having two problems regarding sound in my game. When I start the layout I have music playing right from the start. Whenever something else happens with sound involved (me jumping), the music skips for the first sound. After that everything is fine. Any tips on how I can prevent this?\n\nAlso, the way it is now I can just spam the jump button, and the sound will play eventhough the player is hanging in mid-air. Is there any way to prevent this?\n\nThanks in advance!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/read-external-js-file-105532", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi Guys, i'm spending a lot of time in searching how to get js data from the external js file, but no luck.\n I have added *.js file to the project folder, and i need to pick a function from this file.\n So, if this function or value inside of it is true(or exist), i'm switching my value inside a Construct and executing new js\n Is anybody know how to do that? Or maybe you can point me to the existing tutorials that i missed.\n Many thanks!\n\nHi Guys, i'm spending a lot of time in searching how to get js data from the external js file, but no luck.\n\nI have added *.js file to the project folder, and i need to pick a function from this file.\n\nSo, if this function or value inside of it is true(or exist), i'm switching my value inside a Construct and executing new js\n\nIs anybody know how to do that? Or maybe you can point me to the existing tutorials that i missed.\n\nMany thanks!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/google-play-leaderboards-86888/page-2", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm also experiencing A similar problem.\n\n I have figured this out, so if you like, you can send me a PM and tell me exactly what you are having problems with and I can help you out \n My issue I was experiencing when I started this thread was continuous looping (as Ashley pointed out) and the fact that I was not doing google play services correctly in Google's Developer console. All my issues have been resolved and if you need help, shoot me a message and we can get it working for ya\n> \n\nI'm also experiencing A similar problem.\n\nI have figured this out, so if you like, you can send me a PM and tell me exactly what you are having problems with and I can help you out\n\nMy issue I was experiencing when I started this thread was continuous looping (as Ashley pointed out) and the fact that I was not doing google play services correctly in Google's Developer console. All my issues have been resolved and if you need help, shoot me a message and we can get it working for ya", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/tutorials/building-cordova-part-build-1039/step-prerequirement-2", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nPrerequirement - Installing the Java SDK\n We'll need the latest JDK installed from the Oracle website. Make sure you download the JDK version and not the JRE, which is only the virtual machine.\n Just download the appropriate installer, run it and choose the default options there. I recommend installing everything as an administrator by right clicking on the file and choosing that option.\n\n## Prerequirement - Installing the Java SDK\n\nWe'll need the latest JDK installed from the Oracle website. Make sure you download the JDK version and not the JRE, which is only the virtual machine.\n\nJust download the appropriate installer, run it and choose the default options there. I recommend installing everything as an administrator by right clicking on the file and choosing that option.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/fix-animations-103797", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nwhy not just set your animation on key press ?\n if key down pressed set animation down\n if key right pressed set animation right\n etc\n ?\n\n I tried that, but if I'm pressing up, and then press right withou letting go up, the player would move up, but the animation would be facing right, and it looks worse than my current situation\n> \n\nwhy not just set your animation on key press ?\n\nif key down pressed set animation down\n\nif key right pressed set animation right\n\netc\n\n?\n\nI tried that, but if I'm pressing up, and then press right withou letting go up, the player would move up, but the animation would be facing right, and it looks worse than my current situation", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-classic/construct-classic-discussion-37/animation-editor-crash-30351", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHere, I made a video of exactly what's happening. I made it to prove I wasn't crazy, but mataza beat me to the punch.\n http://www.dailymotion.com/deadeye503/video/5933357\n I just open and close the picture editor for simplicity's sake. I'm sure you don't want to watch me actually edit my sprites.\n Anyway, here's the error text after the \"pure virtual function call\" error:\n The exception unknown software exception (0x40000015) occurred in the application at location 0x0056ede.\n The instruction at \"0x00698901\" referenced memory at \"0x000021b0\". The memory could not be \"read\".\n The instruction at \"0x7744dfe9\" referenced memory at \"0x00000008\". The memory could not be \"read\". (This one came up twice)\n The exception unknown software exception (0xc0150010) occurred in the application at location 0xc7943345.\n\n After opening and closing the sprite editor 8 times, Construct crashes.\n\n Holy crap, you're right. I can confirm this... I open the editor 8 times, then on the 9th try it crashes. Every time. That's weird, I never noticed it had any regularity to it before, I just thought it was an occasional thing.\n\nHere, I made a video of exactly what's happening. I made it to prove I wasn't crazy, but mataza beat me to the punch.\n\nhttp://www.dailymotion.com/deadeye503/video/5933357\n\nI just open and close the picture editor for simplicity's sake. I'm sure you don't want to watch me actually edit my sprites.\n\nAnyway, here's the error text after the \"pure virtual function call\" error:\n\nThe exception unknown software exception (0x40000015) occurred in the application at location 0x0056ede.\n\nThe instruction at \"0x00698901\" referenced memory at \"0x000021b0\". The memory could not be \"read\".\n\nThe instruction at \"0x7744dfe9\" referenced memory at \"0x00000008\". The memory could not be \"read\". (This one came up twice)\n\nThe exception unknown software exception (0xc0150010) occurred in the application at location 0xc7943345.\n\n> \n\nAfter opening and closing the sprite editor 8 times, Construct crashes.\n\nHoly crap, you're right. I can confirm this... I open the editor 8 times, then on the 9th try it crashes. Every time. That's weird, I never noticed it had any regularity to it before, I just thought it was an occasional thing.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/background-parallax-scrolling-134309", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi Everyone!!\n Watching a tutorial from the Kyatric user, about Parallax Scrolling Background:\n My case is that I want to make a similar background but using two layers, which boths movements of parallax is different when moving.\n Image Editor \n https://www.dropbox.com/s/to22dxzhcwov0x6/help2.png?dl=0[/img]\n Image Event\n https://www.dropbox.com/s/777xgjzlqdzor2f/help1.png?dl=0[/img]\n However, when the event is performed, the background animation does not occur.\n I need help, please!\n PD: This is not a gameplay screeen , is a sequence (Credits Screen). \n Cheers\n\nHi Everyone!!\n\nWatching a tutorial from the Kyatric user, about Parallax Scrolling Background:\n\nMy case is that I want to make a similar background but using two layers, which boths movements of parallax is different when moving.\n\nImage Editor\n\nhttps://www.dropbox.com/s/to22dxzhcwov0x6/help2.png?dl=0[/img]\n\nImage Event\n\nhttps://www.dropbox.com/s/777xgjzlqdzor2f/help1.png?dl=0[/img]\n\nHowever, when the event is performed, the background animation does not occur.\n\nI need help, please!\n\nPD: This is not a gameplay screeen , is a sequence (Credits Screen).\n\nCheers", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/quotportalquot-bookmarks-66165", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nJust had a thought while I was debugging. Bookmarks are REALLY awesome in C2 for this. \n Maybe incorporate a sort of URL system for the Bookmarks so we can make \"Portals\" between Event Sheets.\n As we are making our apps we can leave little breadcrumbs. Say I have all my keyboard controls on one page , and all of my tool functions on another page.\n When I make the hotkey for \"Fullscreen\" I can leave a \"portal\" bookmark that leads to the appropriate Event Sheet , and function. It should also work the other way... If I am on my function page, I can click on the end portal, and jump to the keyboard binding event sheet. Works the same way as URL's and Anchors on webpages. \n This would make Debugging a snap. It would also relieve my poor aching mousewheel finger. :)\n Hope this feature makes it. Some of my sheets are getting really HUGE. It would also make so I do not need the bookmark pallet floating around on my screen.\n\nJust had a thought while I was debugging. Bookmarks are REALLY awesome in C2 for this.\n\nMaybe incorporate a sort of URL system for the Bookmarks so we can make \"Portals\" between Event Sheets.\n\nAs we are making our apps we can leave little breadcrumbs. Say I have all my keyboard controls on one page , and all of my tool functions on another page.\n\nWhen I make the hotkey for \"Fullscreen\" I can leave a \"portal\" bookmark that leads to the appropriate Event Sheet , and function. It should also work the other way... If I am on my function page, I can click on the end portal, and jump to the keyboard binding event sheet. Works the same way as URL's and Anchors on webpages.\n\nThis would make Debugging a snap. It would also relieve my poor aching mousewheel finger. :)\n\nHope this feature makes it. Some of my sheets are getting really HUGE. It would also make so I do not need the bookmark pallet floating around on my screen.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/closed-bugs-22/solvedor-blocks-broken-99701", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nProblem Description\n Or blocks are broken.\n Attach a Capx\n Here\n Description of Capx\n 2 Sprite objects, Events - If Layer 1 is not visible OR Sprite.var=1 - Rotate Sprite and Sprite2, Layer 1 is not visible and Sprite.var=0 from the start.\n Steps to Reproduce Bug\n\n Open capx \n Start preview \n Sprite is not rotating, but Sprite2 is rotating, only half actions happened.\n\n Observed Result\n If in OR block, \"Sprite.var=1\" or any other condition that picking Sprite is not True, then all Sprite instances will be un-picked in the whole OR event and it's subevents.\n Layer 1 is not visible, means a condition from or block is true, but not all actions in or block happened, only Sprite 2 is rotating, Sprite is not. All actions happen only if all conditions are true, or only Sprite.var=1 is true, or if i put Pick All Sprite event under OR block, but not if Layer 1 is not visible is true.\n Expected Result\n It's not right to un-pick all Sprite instances, and don't apply actions for them, if in OR block \"Sprite.var=1\" condition (or other picking condition for this object) is not True, but other conditions are True. If a picking condition is not True in OR block, this condition should not do anything, not pick any instances, and not un-pick them. Why is this picking 0 instances if \"Sprite.var=1\" is not true?\n Since the event says rotate both sprites if any condition is true, and the 1st condition is true i want it to rotate both sprites. \n Affected Browsers\n\n Chrome: (YES) \n FireFox: (YES) \n Internet Explorer: (YES)\n\n Operating System and Service Pack\n Windows 7\n Construct 2 Version ID\n r209\n\nProblem Description\n\nOr blocks are broken.\n\nAttach a Capx\n\nHere\n\nDescription of Capx\n\n2 Sprite objects, Events - If Layer 1 is not visible OR Sprite.var=1 - Rotate Sprite and Sprite2, Layer 1 is not visible and Sprite.var=0 from the start.\n\nSteps to Reproduce Bug\n\n* Open capx\n* Start preview\n* Sprite is not rotating, but Sprite2 is rotating, only half actions happened.\n\nObserved Result\n\nIf in OR block, \"Sprite.var=1\" or any other condition that picking Sprite is not True, then all Sprite instances will be un-picked in the whole OR event and it's subevents.\n\nLayer 1 is not visible, means a condition from or block is true, but not all actions in or block happened, only Sprite 2 is rotating, Sprite is not. All actions happen only if all conditions are true, or only Sprite.var=1 is true, or if i put Pick All Sprite event under OR block, but not if Layer 1 is not visible is true.\n\nExpected Result\n\nIt's not right to un-pick all Sprite instances, and don't apply actions for them, if in OR block \"Sprite.var=1\" condition (or other picking condition for this object) is not True, but other conditions are True. If a picking condition is not True in OR block, this condition should not do anything, not pick any instances, and not un-pick them. Why is this picking 0 instances if \"Sprite.var=1\" is not true?\n\nSince the event says rotate both sprites if any condition is true, and the 1st condition is true i want it to rotate both sprites.\n\nAffected Browsers\n\n* Chrome: (YES)\n* FireFox: (YES)\n* Internet Explorer: (YES)\n\nOperating System and Service Pack\n\nWindows 7\n\nConstruct 2 Version ID\n\nr209", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/show-window-size-62107", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm trying to position elements of my HUD, but I can't see where the window is in the layout. \n As in, I know there's supposed to be a dotted line showing the edges of the window/viewport in the layout, but I just can't see one. Is there a way to make it a massive fricking red line or something? Or maybe it's because my background layer is black, and so is the dotted line, in which case is there a way to change the color of it?\n Help is much appreciated!\n\nI'm trying to position elements of my HUD, but I can't see where the window is in the layout.\n\nAs in, I know there's supposed to be a dotted line showing the edges of the window/viewport in the layout, but I just can't see one. Is there a way to make it a massive fricking red line or something? Or maybe it's because my background layer is black, and so is the dotted line, in which case is there a way to change the color of it?\n\nHelp is much appreciated!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/spawn-random-items-inventory-131578", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nSo you want to spawn a copy of one of the items from the inventory? \n And what do you mean by \"no duplicates\"? Once one item is spawned, it can't be spawned again?\n Here is one way to do this:\n https://imgur.com/a/okN1n\n\n yes and no... I want to basically randomly drop one of the items from my inventory not make a copy onto the layout. lets say I pick up these... 4 blue items, two red items and 1green item. I right click and a red item drops someplace on the layout like the middle of the screen. now there's only 1 red item left. if I right click again... maybe this time a blue item drops and now there's only 3 blue items left. I right click again and this time I get another red item. now there's no more red items left in my inventory so all that I can randomly spawn now is 3 blue and 1 green item. The 2 red items are on the layout now. so basically there has to be something actually in my inventory for this to work so if my character doesn't pick up anything... no items can get randomly dropped.\n> \n\nSo you want to spawn a copy of one of the items from the inventory?\n\nAnd what do you mean by \"no duplicates\"? Once one item is spawned, it can't be spawned again?\n\nHere is one way to do this:\n\nhttps://imgur.com/a/okN1n\n\nyes and no... I want to basically randomly drop one of the items from my inventory not make a copy onto the layout. lets say I pick up these... 4 blue items, two red items and 1green item. I right click and a red item drops someplace on the layout like the middle of the screen. now there's only 1 red item left. if I right click again... maybe this time a blue item drops and now there's only 3 blue items left. I right click again and this time I get another red item. now there's no more red items left in my inventory so all that I can randomly spawn now is 3 blue and 1 green item. The 2 red items are on the layout now. so basically there has to be something actually in my inventory for this to work so if my character doesn't pick up anything... no items can get randomly dropped.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/enemy-move-142782", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nThanks for the info. I'll have to look into doing that for more complex questions, where one needs to see the whole project in order to analyze what's going wrong. \n For now, I just need to know if objects with the SOLID Behavior can do Tile Movement. \n I tried an simple experiment. Here a \"Player\" object has the Tile Movement behavior enabled, but Solid behavior disabled. I have just one event. If Player's X-coordinate = 100, Solid is enabled. When I press the right arrow key Player starts moving right, but when it reaches X-coordinate 100, it freezes. \n It appears that Solid and Tile Movement are mutually exclusive in Construct 3.\n\nThanks for the info. I'll have to look into doing that for more complex questions, where one needs to see the whole project in order to analyze what's going wrong.\n\nFor now, I just need to know if objects with the SOLID Behavior can do Tile Movement.\n\nI tried an simple experiment. Here a \"Player\" object has the Tile Movement behavior enabled, but Solid behavior disabled. I have just one event. If Player's X-coordinate = 100, Solid is enabled. When I press the right arrow key Player starts moving right, but when it reaches X-coordinate 100, it freezes.\n\nIt appears that Solid and Tile Movement are mutually exclusive in Construct 3.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/things-missing-c2-event-system-114521", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi all, \n Below is a list of the things that are missing from C2 event system, this could be considered as a suggestion list for C3.\n -Duration and Countdown Timers as conditions: Having a condition \"After X seconds\" (Countdown Timer - runs constantly after specified time) or \"For X seconds\" (Duration Timer - runs while the timer is below the specified number of seconds, after that it stops executing) would make things a lot more easier. These two will stop counting if the parent is no longer active (in contract with the \"wait\" command).\n -\"Replace\" command (key R) doesn't work for all behaviors, mainly \"Pin\".\n -\"Is changed\", \"Is incrementing\" and \"Is decrementing\" are three conditions that are time-savers for a lot of things. Would be cool to have them. They check the change of a specified variable / tick elapsed. They only run once per activation (meaning if a number is incremented 4 times in 4 ticks, they will run 4 times - can't run more than once per tick).\n -Audio time markers. Setting them on music tracks and calling events when the marker is played (useful for precise audio timing)\n Let me know what you think or if you want to add something.\n EDIT: Also forgot about vectors variables. It would easier and faster to have vector variables to store values instead of defining X and Y separately. Some vector functions would be cool too, like random cone, random circle, normal, etc.\n\nHi all,\n\nBelow is a list of the things that are missing from C2 event system, this could be considered as a suggestion list for C3.\n\n-Duration and Countdown Timers as conditions: Having a condition \"After X seconds\" (Countdown Timer - runs constantly after specified time) or \"For X seconds\" (Duration Timer - runs while the timer is below the specified number of seconds, after that it stops executing) would make things a lot more easier. These two will stop counting if the parent is no longer active (in contract with the \"wait\" command).\n\n-\"Replace\" command (key R) doesn't work for all behaviors, mainly \"Pin\".\n\n-\"Is changed\", \"Is incrementing\" and \"Is decrementing\" are three conditions that are time-savers for a lot of things. Would be cool to have them. They check the change of a specified variable / tick elapsed. They only run once per activation (meaning if a number is incremented 4 times in 4 ticks, they will run 4 times - can't run more than once per tick).\n\n-Audio time markers. Setting them on music tracks and calling events when the marker is played (useful for precise audio timing)\n\nLet me know what you think or if you want to add something.\n\nEDIT: Also forgot about vectors variables. It would easier and faster to have vector variables to store values instead of defining X and Y separately. Some vector functions would be cool too, like random cone, random circle, normal, etc.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-classic/construct-classic-discussion-37/animations-tiled-backgrounds-35268", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nYou can do this already via distortmaps.\n Here's a little example using the perlin noise plug.\n http://dl.dropbox.com/u/666516/distortmaptiledwaterperlincausitcs.cap\n Its not perfect, we need a tile function for image manipulator for that.\n btw\n The formula for U, and V that works for me... thus far is:\n Lerp(0, tilemapsize, loopindex*0.17)\n Note: Your image needs to be power of two.....\n Might make up a simpler one later with just regular textures.\n Edit:\n http://dl.dropbox.com/u/666516/tiledwater.cap\n\nYou can do this already via distortmaps.\n\nHere's a little example using the perlin noise plug.\n\nhttp://dl.dropbox.com/u/666516/distortmaptiledwaterperlincausitcs.cap\n\nIts not perfect, we need a tile function for image manipulator for that.\n\nbtw\n\nThe formula for U, and V that works for me... thus far is:\n\nLerp(0, tilemapsize, loopindex*0.17)\n\nNote: Your image needs to be power of two.....\n\nMight make up a simpler one later with just regular textures.\n\nEdit:\n\nhttp://dl.dropbox.com/u/666516/tiledwater.cap", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/closed-bugs-22/jump-thru-not-always-works-54175", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm using Chrome 22.0.1229.94m, Windows 7 Ultimate Service Pack 1, and here are the specs: dl.dropbox.com/u/41571201/specs.PNG\n I'm also not using third party plug-ins for C2 on this project.\n I don't use the normal controls for moving the player, I use K to jump and the arrows to move, and to fall down a jump thru you have to press both down and K.\n Problem is that this only works as long as the player is INSIDE or BELOW another object with jump thru behavior, I have this \"stairs\" that are essentially a large pile of blocks with Jump Thru behavior one over the other, and you can step on each one and fall of each one no problem, as long as it's not the top one\n If you're standing on the top block, you wont be able to fall through it... any ideas as to why this is happening?\n (This worked just fine before r109-111)\n Here's an example of my problem:\n dl.dropbox.com/u/41571201/JumpThruProblem.capx \n Thanks in advance.\n\nI'm using Chrome 22.0.1229.94m, Windows 7 Ultimate Service Pack 1, and here are the specs: dl.dropbox.com/u/41571201/specs.PNG\n\nI'm also not using third party plug-ins for C2 on this project.\n\nI don't use the normal controls for moving the player, I use K to jump and the arrows to move, and to fall down a jump thru you have to press both down and K.\n\nProblem is that this only works as long as the player is INSIDE or BELOW another object with jump thru behavior, I have this \"stairs\" that are essentially a large pile of blocks with Jump Thru behavior one over the other, and you can step on each one and fall of each one no problem, as long as it's not the top one\n\nIf you're standing on the top block, you wont be able to fall through it... any ideas as to why this is happening?\n\n(This worked just fine before r109-111)\n\nHere's an example of my problem:\n\ndl.dropbox.com/u/41571201/JumpThruProblem.capx\n\nThanks in advance.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/facebook-website-game-works-98355", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI have been trying since yesterday to publish a game as website app game in Facebook, but it is not working (or is the option \"send to mobile\" all that can normally be seen? and when searching for your game name in Facebook is normal that no results show?)\n And I add the facebook object, a button to login, and an event: fbbutton on clicked- Facebook-Login (request none,none)\n But when I test this button nothing happens.\n I suspect I'm missing something very obvious but I can't find out what \n Please help!\n\nI have been trying since yesterday to publish a game as website app game in Facebook, but it is not working (or is the option \"send to mobile\" all that can normally be seen? and when searching for your game name in Facebook is normal that no results show?)\n\nAnd I add the facebook object, a button to login, and an event: fbbutton on clicked- Facebook-Login (request none,none)\n\nBut when I test this button nothing happens.\n\nI suspect I'm missing something very obvious but I can't find out what\n\nPlease help!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/store-large-text-42899", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHey!\n I want to build a game, somewhat RPG-like.\n I need it to display rather large text, different text in more than one place. Ideally I would store this text separately in some XML or txt file.\n For example, I have a button \"Intro\", when the user clicks, they see a messagebox of sorts with some 3-4 paragrahps of text (some 200-250 words). They click OK, message box gone.\n Then they click Play, and are taken to a new layout, and another message box pops with another message, adding some more info to the story. In the new layout they click Help and see another message.\n All these messages I would like to have in one place where I can easily edit them.\n Can this be done in Construct 2?\n Thanks in advance.\n\nHey!\n\nI want to build a game, somewhat RPG-like.\n\nI need it to display rather large text, different text in more than one place. Ideally I would store this text separately in some XML or txt file.\n\nFor example, I have a button \"Intro\", when the user clicks, they see a messagebox of sorts with some 3-4 paragrahps of text (some 200-250 words). They click OK, message box gone.\n\nThen they click Play, and are taken to a new layout, and another message box pops with another message, adding some more info to the story. In the new layout they click Help and see another message.\n\nAll these messages I would like to have in one place where I can easily edit them.\n\nCan this be done in Construct 2?\n\nThanks in advance.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/creating-multiplayer-game-52981", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI want to create a multiplayer game which can be played on different devices connected through wifi.\n\n The type of network connection for your different devices is irrelevant. The crucial element is the client<->server connection. Your client games can be coded in C2, but setting up the server (and connections to it) requires another platform.\n As Kyatric says, you'll find further advice by checking the \"Multiplayer/Networking\" section of the how do I FAQ.\n> \n\nI want to create a multiplayer game which can be played on different devices connected through wifi.\n\nThe type of network connection for your different devices is irrelevant. The crucial element is the client<->server connection. Your client games can be coded in C2, but setting up the server (and connections to it) requires another platform.\n\nAs Kyatric says, you'll find further advice by checking the \"Multiplayer/Networking\" section of the how do I FAQ.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/enemy-bullets-67897", + "domain": "construct.net", + "file_source": "part-00741-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nYou should have another look at your events.\n The inverted has line of side is a subcondition of a had line of side event.\n So you are checking if there is no line of sight when there is, which can never be true.\n Also, it's of no use to repeat the conditions of the top-event in the subevent, for the subevent will only be checked if the top event is true.. \n The last three events could be put into one, by using an or-block and or adding the grass, fence and branch to a family and checking collision for that.\n Good luck on your game, it seems like you really work hard at it!\n\nYou should have another look at your events.\n\nThe inverted has line of side is a subcondition of a had line of side event.\n\nSo you are checking if there is no line of sight when there is, which can never be true.\n\nAlso, it's of no use to repeat the conditions of the top-event in the subevent, for the subevent will only be checked if the top event is true..\n\nThe last three events could be put into one, by using an or-block and or adding the grass, fence and branch to a family and checking collision for that.\n\nGood luck on your game, it seems like you really work hard at it!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/resolved-unlock-corresponding-48869/page-2", + "domain": "construct.net", + "file_source": "part-00741-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nzsangerous \n I have another question ... I'm trying to save the game with WebStorage, I test it in another capx that I have and it works, but at this level unlock does not work.\n Click on imagenset value CurrentLevel - WebStorage.LocalValue (\"MSave\") to load this game\n Clicking levelbotton - Set WebStorage local key \"MSave\" to CurrentLevel\n but not saved :( Could you help me please? I have finished the game, but not how to do this, without saving starting two months have thrown overboard: (\n You can use your original capx me a save game? pls\n\nzsangerous\n\nI have another question ... I'm trying to save the game with WebStorage, I test it in another capx that I have and it works, but at this level unlock does not work.\n\nClick on imagenset value CurrentLevel - WebStorage.LocalValue (\"MSave\") to load this game\n\nClicking levelbotton - Set WebStorage local key \"MSave\" to CurrentLevel\n\nbut not saved :( Could you help me please? I have finished the game, but not how to do this, without saving starting two months have thrown overboard: (\n\nYou can use your original capx me a save game? pls", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/game-development/distribution-and-publishing-26/not-run-game-102258", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nAre you hosting the exported game somewhere?\n If yes, what errors are showing in the browser console?\n Remember, you can't run the exported HTML just by clicking the index file.\n\n I am clicked index open browser and give error. Gived error:\n Exported games won't work until you upload them.(When running on file:/// protocol, browsers block many features from working for security reasons.)\n> \n\nAre you hosting the exported game somewhere?\n\nIf yes, what errors are showing in the browser console?\n\nRemember, you can't run the exported HTML just by clicking the index file.\n\nI am clicked index open browser and give error. Gived error:\n\nExported games won't work until you upload them.(When running on file:/// protocol, browsers block many features from working for security reasons.)", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/new-here-old-everwhere-73865", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi there,\n I just wanted to say hello to the community. I have been working with the free version of Construct 2 to see what it was like. I did purchase a copy of Clickteam Fusion with the HTML encoder (as I had used their software before) but I am so glad I gave Construct a go as, for what I need it for, it's the perfect piece of software. \n Currently I am working on some games for the official website of the popular kids TV show Grandpa In My Pocket. I've already done a prototype in the free version and I've just purchased the business license so I can get this online with the proper licenses. You can see a demo of the game at and we're working on sound and graphics for a final version to be released shortly. \n I'm really looking forward to being part of the community and making games for my sites. I'm also interested in having a go at making apps for ios and android devices with the software. \n I look forward to speaking with you all soon.\n All the best,\n Steve\n\nHi there,\n\nI just wanted to say hello to the community. I have been working with the free version of Construct 2 to see what it was like. I did purchase a copy of Clickteam Fusion with the HTML encoder (as I had used their software before) but I am so glad I gave Construct a go as, for what I need it for, it's the perfect piece of software.\n\nCurrently I am working on some games for the official website of the popular kids TV show Grandpa In My Pocket. I've already done a prototype in the free version and I've just purchased the business license so I can get this online with the proper licenses. You can see a demo of the game at and we're working on sound and graphics for a final version to be released shortly.\n\nI'm really looking forward to being part of the community and making games for my sites. I'm also interested in having a go at making apps for ios and android devices with the software.\n\nI look forward to speaking with you all soon.\n\nAll the best,\n\nSteve", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/random-loot-spawning-other-91663", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI feel like I always come back to this question and I've never really come away with a solid answer.\n Is there a simple, full-proof way of creating items at random?\n Kill and enemy, an item is selected from a pool at random for it's loot. Or, you have an item that spawns random enemies..\n I feel like this is a very basic function most games have to create variety but C2 doesn't have a quick behavior for it like everything else. \n Anyone have links to tutorials or know a quick/easy way to do this?\n Thank you,\n\nI feel like I always come back to this question and I've never really come away with a solid answer.\n\nIs there a simple, full-proof way of creating items at random?\n\nKill and enemy, an item is selected from a pool at random for it's loot. Or, you have an item that spawns random enemies..\n\nI feel like this is a very basic function most games have to create variety but C2 doesn't have a quick behavior for it like everything else.\n\nAnyone have links to tutorials or know a quick/easy way to do this?\n\nThank you,", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/create-scorm-compliant-54959", + "domain": "construct.net", + "file_source": "part-00707-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm working on creating simulation learning games, and I need to pass the results of the student progress in the game to our LMS (Learning Management System, in our case, Moodle). The usual way of doing this is by creating a SCORM package, which is a zip file with the HTML content, an xml manifest, and some other configuration files in a specific directory structure. Has anyone else created a SCORM package using Construct 2 output? Maybe using scorm.com/scorm-solved/scorm-driver ?\n\nI'm working on creating simulation learning games, and I need to pass the results of the student progress in the game to our LMS (Learning Management System, in our case, Moodle). The usual way of doing this is by creating a SCORM package, which is a zip file with the HTML content, an xml manifest, and some other configuration files in a specific directory structure. Has anyone else created a SCORM package using Construct 2 output? Maybe using scorm.com/scorm-solved/scorm-driver ?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/slow-game-iphone-safari-41834", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi !\n\nI'm making a small little game and, I tried to play it on my Iphone 4 through the Web browser, Safari.\n\nIt's quite slow.\n\nOn my PC, I have a dt of 0.016\n\nOn the Iphone, it's 0.1\n\nSo, my question is... is it normal ?\n\nIs depending on my scripting ?\n\nWhat's the problem ?\n\nThanks !!\n\nLink to the game :\n\nthenarrativ.com/games/christmasrush\n\nhttp://www.thenarrativ.com/games/christmasrush/\n\nActually, When I putted the game in Fullscreen mode, it helps... but still slow...\n\ni tested it on iphone os5 and the framerate is rather good, better than firefox on pc :) i get up to 0.040 / 0.050 , there are lot of improvements made from ios 4.0 to 5.0 concerning the browser/html5\n\nalso be carefull if you want to use sound, it will kill framerate to unusable > there is a workaround by somebody on the forum that was quite interesting, i will look it up\n\naudio workaround\n\nYeah, are you using iOS 5? That's much faster.\n\nAlso, you have to remember mobiles have much weaker hardware than PCs. It looks like you're creating a lot of objects. Try putting in an object counter. You should try to keep it under around 50 objects on screen at any one time to have really good performance on a mobile. You have to specially design your games for mobiles - you can't assume any old game you make that runs well on your PC will run well on a mobile.\n\nYeah... I have a lot of object...\n\nIs it really the number of objects, or the number of Sprites ?\n\nAny object that draws to the screen, but Tiled Backgrounds still count as 1 even if they're big, so generally it's on-screen sprites.\n\nIS it a limitation of Construct 2 ?\n\nOr is it HTML 5\n\nIs it something that will be improved, that can be ?\n\nOr there always will be that limitation ?\n\nFor contruct I mean. (50-ish objects for this generation of smartphone)\n\nAre you on iOS 5? vtrix said the framerate was fine on that. iOS 5 is much faster than iOS 4 so you should make sure you try it on iOS 5. It's neither Construct 2 nor HTML5 that is at fault, it's probably just that iOS 4 is slow.\n\nhow to put an object counter?\n\nDevelop games in your browser. Powerful, performant & highly capable.\n\nPlease don't bump old threads with unrelated posts.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/change-orientation-manually-149642", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nMy working solution (for iOS or Android): \n + Set Orientations in Properties to Any \n + Add Browser-Plugin \n + Add Action on game start: Browser -> Lock Orientation to ... (what you need) \n + Done! \n You can change the orientations at runtime. \n EDIT: You don't need this Plugin: \n https://www.construct.net/en/make-games/addons/311/cordova-screenlock-c3-runtime \n .. but you can use it instead of the browser plugin.\n\n Thank you. \n The plugin worked great! Is there a C2-compatible version, please? \n The browser method is what I have been doing from the start. I tried it again and it didn't work on Android.\n> \n\nMy working solution (for iOS or Android):\n\n+ Set Orientations in Properties to Any\n\n+ Add Browser-Plugin\n\n+ Add Action on game start: Browser -> Lock Orientation to ... (what you need)\n\n+ Done!\n\nYou can change the orientations at runtime.\n\nEDIT: You don't need this Plugin:\n\nhttps://www.construct.net/en/make-games/addons/311/cordova-screenlock-c3-runtime\n\n.. but you can use it instead of the browser plugin.\n\nThank you.\n\nThe plugin worked great! Is there a C2-compatible version, please?\n\nThe browser method is what I have been doing from the start. I tried it again and it didn't work on Android.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/consider-cocoon-xdk-not-108445/page-13", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\npart12studios Have you tried Buildbox? It;s suppose to be the easiest of them all compared to C2, Stencyl, and Gamesalad. But the pricing is just ridiculous. \n\n Looked into it - of course only youtube, because there is no trial version (and that has a reason)\n It's by far the easiest game engine. On the other side, it's also the most limited - you only can do very limited stuff.\n So if you plan to make a SuperMario you can't do, because some features are missing (since the last update you now can teleport).\n Also, if you look at the tutorials you see a lot of bugs during the demonstration and because you only type in some parameters you can't fix them on your own.\n> \n\npart12studios Have you tried Buildbox? It;s suppose to be the easiest of them all compared to C2, Stencyl, and Gamesalad. But the pricing is just ridiculous.\n\nLooked into it - of course only youtube, because there is no trial version (and that has a reason)\n\nIt's by far the easiest game engine. On the other side, it's also the most limited - you only can do very limited stuff.\n\nSo if you plan to make a SuperMario you can't do, because some features are missing (since the last update you now can teleport).\n\nAlso, if you look at the tutorials you see a lot of bugs during the demonstration and because you only type in some parameters you can't fix them on your own.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/create-countdown-timer-merged-58787", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi, folks.\n I'm working on a low-fidelity prototype in Construct 2 but, despite having read a little about timer plug-ins and timers as a whole in Construct 2, i just can't seem to successfully integrate them to my prototype.\n I am trying to accomplish two things in the following project:\n First, create a condition stating that, in the beginning of the layout, one of the players will be randomly assigned a property that will place a timer on his square avatar. That timer would have, let's say, three seconds of duration.\n After the end of that three seconds period, if the player with the timer on him didn't touch the other player, the layout would be restarted.\n If the player with the timer on him managed to touch the other player's avatar before the three seconds run out, that burden would be transfered to the touched player, in a hot potato-like game.\n Second, i've been trying to create a countdown to the play's start, in which a text showing 3, then 2, then 1 and Go would appear in the screen, and vanish just after.\n Finally, the control to the avatars would be given at the end of this countdown.\n Any clues on how to work those things in my prototype? Here follows its file:\n speedy.sh/NDHTr/Test.capx\n\nHi, folks.\n\nI'm working on a low-fidelity prototype in Construct 2 but, despite having read a little about timer plug-ins and timers as a whole in Construct 2, i just can't seem to successfully integrate them to my prototype.\n\nI am trying to accomplish two things in the following project:\n\nFirst, create a condition stating that, in the beginning of the layout, one of the players will be randomly assigned a property that will place a timer on his square avatar. That timer would have, let's say, three seconds of duration.\n\nAfter the end of that three seconds period, if the player with the timer on him didn't touch the other player, the layout would be restarted.\n\nIf the player with the timer on him managed to touch the other player's avatar before the three seconds run out, that burden would be transfered to the touched player, in a hot potato-like game.\n\nSecond, i've been trying to create a countdown to the play's start, in which a text showing 3, then 2, then 1 and Go would appear in the screen, and vanish just after.\n\nFinally, the control to the avatars would be given at the end of this countdown.\n\nAny clues on how to work those things in my prototype? Here follows its file:\n\nspeedy.sh/NDHTr/Test.capx", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/pick-instance-higher-value-51798", + "domain": "construct.net", + "file_source": "part-00741-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nOne way to do it would be to add an instance variable to the object (Can't think of a good name so I just used 'B') and an event with the system condition:\n \"for each object by order of Object.RandomValue ascending\"\n --> set object.B to loopindex\n This will number each object.B by the order in which it was picked. going from 0,1,2,3 .. etc\n Then in a separate event, to pick the highest, you can do\n Object.loopID = object.count-1\n -->set scale to... etc\n the -1 is necessary because the 'loopindex' expression is 0 based (0,1,2,3..), but the 'count' expression isn't (1,2,3,4..)\n\nOne way to do it would be to add an instance variable to the object (Can't think of a good name so I just used 'B') and an event with the system condition:\n\n\"for each object by order of Object.RandomValue ascending\"\n\n--> set object.B to loopindex\n\nThis will number each object.B by the order in which it was picked. going from 0,1,2,3 .. etc\n\nThen in a separate event, to pick the highest, you can do\n\nObject.loopID = object.count-1\n\n-->set scale to... etc\n\nthe -1 is necessary because the 'loopindex' expression is 0 based (0,1,2,3..), but the 'count' expression isn't (1,2,3,4..)", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/tags/en/scrollbar-1601", + "domain": "construct.net", + "file_source": "part-00084-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm trying to make a stories reader with some animations and diferent paths. Everything was going great, until I stumble on this problem: On the phone (Android)...\n\nSo I found this capx in some tutorial, how can I make the list scroll without using the scrollbar but using touch input? Pls help.\n\nI am making a simulation of real browser in my mobile game and I have a trouble with making a scroll bar for this. In generally it works, but not as good as I e...\n\nI am working on a kind of browser simulation for mobile devices, so I have done a scroll indicator to show a size of page and scrolling progress to user. I have...\n\nHow'd I make a scrollable menu? I would like to make it display x amount of items which the player can scroll through. If it helps I need to make it work on mob...\n\nAnyone can explain to me how to create a scroll with 36 icons in events? Like in this image.\n\nSo, after lots of search, the best examples are could find are extremely limited. Every single scrolling menu tutorial online I could find for Construct limits...\n\nI have seen others asking this same question (very old posts) and no luck anywhere. Does anyone know how to style the scrollbar in the listbox object? Ive tried...\n\nThis tutorial uses a paid addon : You will learn : - How to make a scrollable area. - How to set scroll bars for the scroll view.\n\nWhen I add new elements into hmtl elements, it sometimes forces to scroll to the top. Then I created a function inside HTML Element as follows: Function GetScro...", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/compare-voice-122744", + "domain": "construct.net", + "file_source": "part-00707-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nResponding just so you don't feel you are being ignored.......\n I've personally never come across anything like this but that doesn't mean it's not possible - just maybe not tried as yet.\n I'm assuming you have thoroughly searched the forums and tutorials using both the built-in forum search facility and also Google search using the 'site' qualifier. If nothing has come up from that then maybe try Google for any API that may do this then post a request for a new plugin in the 'Work in Progress Addons' section.\n Sorry that's all I can offer at the moment.\n\nResponding just so you don't feel you are being ignored.......\n\nI've personally never come across anything like this but that doesn't mean it's not possible - just maybe not tried as yet.\n\nI'm assuming you have thoroughly searched the forums and tutorials using both the built-in forum search facility and also Google search using the 'site' qualifier. If nothing has come up from that then maybe try Google for any API that may do this then post a request for a new plugin in the 'Work in Progress Addons' section.\n\nSorry that's all I can offer at the moment.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/multi-resolution-landscape-90742", + "domain": "construct.net", + "file_source": "part-00707-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI am making a small digital ebook type game for this i need to stretch the background image correctly on all kinds of layout. But i am bit confuse how to do that , i have seen Scale inner is good choice but it also cuts the screen from different sides. I need the game should be compatible with all kinds of screens from windows phone , iphone , ipad and android based phones. \n If anyone has done this before kindly guide me the best way to do that. Actually i have made everything by now and game is ready the only issue i am facing is the multi resolution issue.\n\nI am making a small digital ebook type game for this i need to stretch the background image correctly on all kinds of layout. But i am bit confuse how to do that , i have seen Scale inner is good choice but it also cuts the screen from different sides. I need the game should be compatible with all kinds of screens from windows phone , iphone , ipad and android based phones.\n\nIf anyone has done this before kindly guide me the best way to do that. Actually i have made everything by now and game is ready the only issue i am facing is the multi resolution issue.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/original-size-changed-size-129789", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nSuppose I have a character's walk Animation with 10 Frames\n each frame has different height and width according to character's move\n I did scale down Character Proportionally (i.e 30% size reduced)\n Now i want to get the Original height & width of Each Frame\n Is this Possible ?\n If yes then How we can do this ?\n\nSuppose I have a character's walk Animation with 10 Frames\n\neach frame has different height and width according to character's move\n\nI did scale down Character Proportionally (i.e 30% size reduced)\n\nNow i want to get the Original height & width of Each Frame\n\nIs this Possible ?\n\nIf yes then How we can do this ?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/admob-phonegap-86137", + "domain": "construct.net", + "file_source": "part-00852-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHey guys,\n For the last few days I've been researching on using AdMob with Phonegap for construct 2. However, I have not been able to find much on this. Have I missed a very obvious blog post or something concerning this? My target platforms are Windows Phone 8 as well as Android and iOS. I have not been able to figure out how I should go about doing this at all. Could someone help me get started with this? The game it will (hopefully) be implemented in is as good as done and runs fine on websites, so that's not a problem, it's just the AdMob. \n Regards,\n Ivan W\n\nHey guys,\n\nFor the last few days I've been researching on using AdMob with Phonegap for construct 2. However, I have not been able to find much on this. Have I missed a very obvious blog post or something concerning this? My target platforms are Windows Phone 8 as well as Android and iOS. I have not been able to figure out how I should go about doing this at all. Could someone help me get started with this? The game it will (hopefully) be implemented in is as good as done and runs fine on websites, so that's not a problem, it's just the AdMob.\n\nRegards,\n\nIvan W", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/general/open-topic-33/new-badge-feature-41179", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nWe've added in a new badge system so it's ready for our competition. You can see the small selection of badges we have here:\n http://www.scirra.com/badges\n Badges show on your profile page (if you have at least one) and lots of them come with reputation bonuses.\n I'll be adding lots of new badges, if any of you have any ideas post them here!\n All badges should be designed to promote good content and feature discovery on the site (eg, no negative badges!)\n Examples of other ones we will be introducing:\n A bronze badge for leaving your first comment\n A bronze badge for your first comment upvote\n A bronze badge for your first forum post\n A gold badge when you hit 3,000 posts\n etc\n Anyway, if you have any ideas let me know!\n\nWe've added in a new badge system so it's ready for our competition. You can see the small selection of badges we have here:\n\nhttp://www.scirra.com/badges\n\nBadges show on your profile page (if you have at least one) and lots of them come with reputation bonuses.\n\nI'll be adding lots of new badges, if any of you have any ideas post them here!\n\nAll badges should be designed to promote good content and feature discovery on the site (eg, no negative badges!)\n\nExamples of other ones we will be introducing:\n\nA bronze badge for leaving your first comment\n\nA bronze badge for your first comment upvote\n\nA bronze badge for your first forum post\n\nA gold badge when you hit 3,000 posts\n\netc\n\nAnyway, if you have any ideas let me know!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/set-glob-number-random-117523", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\ni use only one spirte with method for 1 to 20 ,, system create sprite to X to Y , Sprite set MyNumber loopindex\n Now we have 20 sprite With deference Variable \"MyNumber\". now i want the Global number GloBNumber = random sprite.MyNumber\n i want Every X sec --system set ClobNumber to \" choose random numbers from sprite.MyNumber\"\n\ni use only one spirte with method for 1 to 20 ,, system create sprite to X to Y , Sprite set MyNumber loopindex\n\nNow we have 20 sprite With deference Variable \"MyNumber\". now i want the Global number GloBNumber = random sprite.MyNumber\n\ni want Every X sec --system set ClobNumber to \" choose random numbers from sprite.MyNumber\"", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-classic/your-tutorials-example-files-39/events-variable-value-within-32516", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm not sure why this doesn't work.\n In the attached cap, the grey skeletons have MoveType=1, while the red skeletons have MoveType=2. MoveType=1 means they'll walk till they reach the end of the platform, then turn around. MoveType=2 means that it'll only turn around once it hits a wall (I've given the red skeleton gravity=0 for floating purposes).\n Use \"Destroy on startup\" to delete all the grey skeletons, and the red ones work perfectly. Do the same for the red skeletons, and the grey ones work perfectly. Have both in the same sheet, and they start glitching out.\n Help?\n\nI'm not sure why this doesn't work.\n\nIn the attached cap, the grey skeletons have MoveType=1, while the red skeletons have MoveType=2. MoveType=1 means they'll walk till they reach the end of the platform, then turn around. MoveType=2 means that it'll only turn around once it hits a wall (I've given the red skeleton gravity=0 for floating purposes).\n\nUse \"Destroy on startup\" to delete all the grey skeletons, and the red ones work perfectly. Do the same for the red skeletons, and the grey ones work perfectly. Have both in the same sheet, and they start glitching out.\n\nHelp?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/effects-31/effect-simple-glow-69273", + "domain": "construct.net", + "file_source": "part-00773-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nAs far as I can tell, the only way to make the bloom effect is to build upon an edge detection algorithm that's applied to texture2D(samplerFront, vTex). Since you need to apply an extension on the bounding box in the XML file for this effect to be any decent, it makes things a little weird.\n Any extension in the XML file turns the entire screen into normalized texture coordinates. So with an extension, the center of the screen is <0.5, 0.5>, whereas without, the center of the sprite has texture coordinates <0.5, 0.5>.\n Should be looking into it after finals.\n\nAs far as I can tell, the only way to make the bloom effect is to build upon an edge detection algorithm that's applied to texture2D(samplerFront, vTex). Since you need to apply an extension on the bounding box in the XML file for this effect to be any decent, it makes things a little weird.\n\nAny extension in the XML file turns the entire screen into normalized texture coordinates. So with an extension, the center of the screen is <0.5, 0.5>, whereas without, the center of the sprite has texture coordinates <0.5, 0.5>.\n\nShould be looking into it after finals.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/enemy-moves-physics-45424", + "domain": "construct.net", + "file_source": "part-00095-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi everyone.\n This is my first post. I?ve been playing with construct for about only 2 afternoons, but I?ve really felt in love with it.\n I?m trying to make a platform game without any platform behaviour (why? because I love physics and I love to try making things I still don?t know how to make thme).\n I?m having a problem with enemys movements. Two issues:\n\n I?m not sure how to make a non playable character moves constantly in horizontal. I?m trying to apply forces or speed, and works well, but it gets broken when it collides with a wall for example.\n If an AI driven character collides with a wall, I apply a force depending on if it?s mirrored or not, I apply a system wait delay for mirroring it (if I don?t delay it wait, it doesn?t work :S). The result is not very good I think, because it can collide with the player too.\n\n Thanks for all your help, and sorry for my bad english.\n EDIT: Here is the capx, I was changing the var names to English to make them more learnable for you :). Of course, if you see there are thing that can be in a more reliable way, tell me please! I?m a totally noob on this jajaja. Thanks.\n NOTE: Graphics and everything is only for learning, nothing is like it seems there :).\n\nHi everyone.\n\nThis is my first post. I?ve been playing with construct for about only 2 afternoons, but I?ve really felt in love with it.\n\nI?m trying to make a platform game without any platform behaviour (why? because I love physics and I love to try making things I still don?t know how to make thme).\n\nI?m having a problem with enemys movements. Two issues:\n\n* I?m not sure how to make a non playable character moves constantly in horizontal. I?m trying to apply forces or speed, and works well, but it gets broken when it collides with a wall for example.\n* If an AI driven character collides with a wall, I apply a force depending on if it?s mirrored or not, I apply a system wait delay for mirroring it (if I don?t delay it wait, it doesn?t work :S). The result is not very good I think, because it can collide with the player too.\n\nThanks for all your help, and sorry for my bad english.\n\nEDIT: Here is the capx, I was changing the var names to English to make them more learnable for you :). Of course, if you see there are thing that can be in a more reliable way, tell me please! I?m a totally noob on this jajaja. Thanks.\n\nNOTE: Graphics and everything is only for learning, nothing is like it seems there :).", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/forum/construct-2/general-discussion-17/android-cordova-app-using-cros-85976", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi,\n We have an android cordova app using Crosswalk runtime.\n This app works fine on devices with Android 4.1. But with Android 4.3/4.4 (Samsung Tablet 10.1), entire app flickers.\n If I remove crosswalk runtime from my cordova app then flicker problem is solved but app has performance issues.\n I would really appreciate any pointers regarding how to resolve the flicker issue with crosswalk runtime on Android 4.3/4.4?\n Thanks\n\nHi,\n\nWe have an android cordova app using Crosswalk runtime.\n\nThis app works fine on devices with Android 4.1. But with Android 4.3/4.4 (Samsung Tablet 10.1), entire app flickers.\n\nIf I remove crosswalk runtime from my cordova app then flicker problem is solved but app has performance issues.\n\nI would really appreciate any pointers regarding how to resolve the flicker issue with crosswalk runtime on Android 4.3/4.4?\n\nThanks", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/change-size-time-68672", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nsystem compare two values - normal height > sprite.height\n -- Sprite set height to sprite.height+1\n system compare two values - normal width > sprite.width\n -- Sprite set width to sprite.width+1\n Every tick 1 is added to width and height. \n This stops when normal size is reached.\n should work with square sprites\n Ofcourse you should define the values for normal width and normal height\n\nsystem compare two values - normal height > sprite.height\n\n-- Sprite set height to sprite.height+1\n\nsystem compare two values - normal width > sprite.width\n\n-- Sprite set width to sprite.width+1\n\nEvery tick 1 is added to width and height.\n\nThis stops when normal size is reached.\n\nshould work with square sprites\n\nOfcourse you should define the values for normal width and normal height", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/back-webstorage-115381", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nDont think there is a 'latest version'. It is burryd and forgotten.\n But you can still use it. When adding a plugin to the layout, right click in the window listing the plugins. Choose the only choice given.\n Also, i think it is still temporal 'there', to be backwards compatible. I will not be suprised when it is totaly gone in some nearby future version. So, using it is up to you and only up to you.\n\nDont think there is a 'latest version'. It is burryd and forgotten.\n\nBut you can still use it. When adding a plugin to the layout, right click in the window listing the plugins. Choose the only choice given.\n\nAlso, i think it is still temporal 'there', to be backwards compatible. I will not be suprised when it is totaly gone in some nearby future version. So, using it is up to you and only up to you.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/modify-probability-rewards-153565", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nYou could have 8 different and fixed torque numbers. Each number will always land on a specific spot. \n You could then make a weighted array with indexes that link to the specified torques, like [1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,6,6,7,8] and select a random index from this array. \n Since the torque is always the same, and the landing spot of the torques are always the same, your weight array (or probability table) is the thing that will determine the landing spot. \n You could also increase the number of possible torques to give a more random feel to the process. \n All said and done, this is probably a bad thing to do. It is better to always be clear about the mechanics with your player unless you are dealing with some sort of trap or puzzle piece. \n If you are dealing with gambling applications it is even worse, and not disclosing this to the public could be considered a rigged game and could result in felony charges depending on local legislation. \n Just be mindful of when and how you use a mechanic that is counter-intuitive to the player, even more if there is monetization in the process. Remember that in some countries lootboxes may soon be gambling, so the market and the law are changing. \n This might be way off of your purpose, but it never hurts to inform due to the nature and design of the wheel of fortune. \n Cheers!\n\nYou could have 8 different and fixed torque numbers. Each number will always land on a specific spot.\n\nYou could then make a weighted array with indexes that link to the specified torques, like [1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,6,6,7,8] and select a random index from this array.\n\nSince the torque is always the same, and the landing spot of the torques are always the same, your weight array (or probability table) is the thing that will determine the landing spot.\n\nYou could also increase the number of possible torques to give a more random feel to the process.\n\nAll said and done, this is probably a bad thing to do. It is better to always be clear about the mechanics with your player unless you are dealing with some sort of trap or puzzle piece.\n\nIf you are dealing with gambling applications it is even worse, and not disclosing this to the public could be considered a rigged game and could result in felony charges depending on local legislation.\n\nJust be mindful of when and how you use a mechanic that is counter-intuitive to the player, even more if there is monetization in the process. Remember that in some countries lootboxes may soon be gambling, so the market and the law are changing.\n\nThis might be way off of your purpose, but it never hurts to inform due to the nature and design of the wheel of fortune.\n\nCheers!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/radial-aiming-problems-162259", + "domain": "construct.net", + "file_source": "part-00599-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm trying to implement a simple radial aiming mechanic using gamepad controls. So far, I have this working, where the position of the aiming sprite is set to the player's centre, as if the character was holding/aiming the weapon by their side. However, my intention is to have the aiming sprite offset so that can orbit the player by a set distance (i.e. like a 360 degree floating turret). \n I thought I could achieve this by messing around with ImagePoints, but this doesn't seem to work as intended (the angle of the sprite does not line up with the position of the analogue stick). Can anyone suggest a particular approach here? I feel like it should be relatively simple, but I'm missing something obvious. \n A secondary issue I have is that the aim angle springs back to the original position, understandably, as the analogue stick is disengaged. How would I be able to leave the position of the aiming sprite in the last position that the player aimed in? Would I need to report the last set position to a variable and then set the angle to that when the stick isn't in use, or again, is there a simpler method that I'm missing? \n Thanks for any help you can provide!\n\nI'm trying to implement a simple radial aiming mechanic using gamepad controls. So far, I have this working, where the position of the aiming sprite is set to the player's centre, as if the character was holding/aiming the weapon by their side. However, my intention is to have the aiming sprite offset so that can orbit the player by a set distance (i.e. like a 360 degree floating turret).\n\nI thought I could achieve this by messing around with ImagePoints, but this doesn't seem to work as intended (the angle of the sprite does not line up with the position of the analogue stick). Can anyone suggest a particular approach here? I feel like it should be relatively simple, but I'm missing something obvious.\n\nA secondary issue I have is that the aim angle springs back to the original position, understandably, as the analogue stick is disengaged. How would I be able to leave the position of the aiming sprite in the last position that the player aimed in? Would I need to report the last set position to a variable and then set the angle to that when the stick isn't in use, or again, is there a simpler method that I'm missing?\n\nThanks for any help you can provide!", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/suggestion-saving-state-50719", + "domain": "construct.net", + "file_source": "part-00707-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHello folks,\n I was wondering about a \"saving\" system and figuring out how it's used by Our Community.\n Basically, if you want implement a saving system, you'll have to do a lot of work making arrays, using ajax, etc.\n But, as an old user of RPG Maker, Indie Game Maker (IGM), GM, Stencyl, Express Game Maker, it's pretty deductible C2 will have one later, right?\n Before your comment, let's make the post content clear. Saving system for simple games should work using arrays, etc.\n But when you want make a RPG, where you need to store many type of objects and states, positions, etc, it become very hard, comparing with the other tools.\n So, that's why this suggestion was made.\n If Construct 2 gain a \"save state\" system, where you can simple make the system flag this event and then save the actual state of the game in a file, like a screenshot, but of the entire state of the game, would be great, easy and very intuitive.\n It'll need to come with a \"load state\" variable too.\n The intent of this feature is save the game as it's on the engine at the exactly moment of use.\n It's obvious it will need to care about conditionals where it can be used, and a anti spam system to prevent players to click on save 1000 times and crash the game.\n Please, it's not a personal request, I believe it will help a lot of people and make C2 grow more and more.\n When I come here to share something and suggest a new feature, you can be sure of a strongly motivation behind the scene.\n This is a link to the IGM Manual where they talk about the saving system of their game engine: Main link (search for Copy File on the index) or the directly link: Direct link\n nitialize All Memories & Switches\n\n When turned on, this switch resets the values of all memories and switches to the default settings.\n Save in File\n When turned on, this switch makes the save file (designated by the File Number memory) save the data of designated memories and switches.\n In addition, the number of saved memories and switches is also saved. If the number does not match when the file is next loaded, the Health Data Buffer memory will show an error value (a number other than 0).\n The save folder and save file name will be as follows:\n Save Folder\n If an Exported Game is Played and Saved\n If an exported game is saved during play, the save file is made inside the same folder as the one containing the *.actrom file.\n If Saved During Test Play\n If a game is saved during test play (launched using the Play Button), the save file is placed inside the optimal location such as the ACTKool.tmp folder automatically made inside a temp folder, etc. (The location will depend on the gaming environment.)\n File Name\n If the File Number memory's value is \"1\": _memory1.actsave\n If the File Number memory's value is \"2\": _memory2.actsave\n If the File Number memory's value is \"3\": _memory3.actsave\n If there is no save file by that name in the save folder, a new one will be automatically made.\n Overwriting an Identically Named Save File\n If there is already an identically-named save file in the save folder, the older one will be overwritten. If there are two or more exported games, make a folder for each game and place their *.actrom files in the respective folders.\n Read from File\n When turned on, data is read from the numbered save file designated by the File Number memory.\n Delete File\n When turned on, the numbered save file designated by the File Number memory is deleted.\n Copy File\n When turned on, data from the numbered save file designated by the File Number memory is copied to the numbered save file designated by the File Copy Destination Number memory. If the designated folder is not found, one will be automatically made. If there is already a destination save file by the same name, it will be overwritten.\n\n If in need of more samples, I can take some screen-shots.\n It and the suggestion about persistent layouts, would work like a charm for who wanna adventure doing RPG games on Construct 2\n\nHello folks,\n\nI was wondering about a \"saving\" system and figuring out how it's used by Our Community.\n\nBasically, if you want implement a saving system, you'll have to do a lot of work making arrays, using ajax, etc.\n\nBut, as an old user of RPG Maker, Indie Game Maker (IGM), GM, Stencyl, Express Game Maker, it's pretty deductible C2 will have one later, right?\n\nBefore your comment, let's make the post content clear. Saving system for simple games should work using arrays, etc.\n\nBut when you want make a RPG, where you need to store many type of objects and states, positions, etc, it become very hard, comparing with the other tools.\n\nSo, that's why this suggestion was made.\n\nIf Construct 2 gain a \"save state\" system, where you can simple make the system flag this event and then save the actual state of the game in a file, like a screenshot, but of the entire state of the game, would be great, easy and very intuitive.\n\nIt'll need to come with a \"load state\" variable too.\n\nThe intent of this feature is save the game as it's on the engine at the exactly moment of use.\n\nIt's obvious it will need to care about conditionals where it can be used, and a anti spam system to prevent players to click on save 1000 times and crash the game.\n\nPlease, it's not a personal request, I believe it will help a lot of people and make C2 grow more and more.\n\nWhen I come here to share something and suggest a new feature, you can be sure of a strongly motivation behind the scene.\n\nThis is a link to the IGM Manual where they talk about the saving system of their game engine: Main link (search for Copy File on the index) or the directly link: Direct link\n\nnitialize All Memories & Switches\n\n> \n\nWhen turned on, this switch resets the values of all memories and switches to the default settings.\n\nSave in File\n\nWhen turned on, this switch makes the save file (designated by the File Number memory) save the data of designated memories and switches.\n\nIn addition, the number of saved memories and switches is also saved. If the number does not match when the file is next loaded, the Health Data Buffer memory will show an error value (a number other than 0).\n\nThe save folder and save file name will be as follows:\n\nSave Folder\n\nIf an Exported Game is Played and Saved\n\nIf an exported game is saved during play, the save file is made inside the same folder as the one containing the *.actrom file.\n\nIf Saved During Test Play\n\nIf a game is saved during test play (launched using the Play Button), the save file is placed inside the optimal location such as the ACTKool.tmp folder automatically made inside a temp folder, etc. (The location will depend on the gaming environment.)\n\nFile Name\n\nIf the File Number memory's value is \"1\": _memory1.actsave\n\nIf the File Number memory's value is \"2\": _memory2.actsave\n\nIf the File Number memory's value is \"3\": _memory3.actsave\n\nIf there is no save file by that name in the save folder, a new one will be automatically made.\n\nOverwriting an Identically Named Save File\n\nIf there is already an identically-named save file in the save folder, the older one will be overwritten. If there are two or more exported games, make a folder for each game and place their *.actrom files in the respective folders.\n\nRead from File\n\nWhen turned on, data is read from the numbered save file designated by the File Number memory.\n\nDelete File\n\nWhen turned on, the numbered save file designated by the File Number memory is deleted.\n\nCopy File\n\nWhen turned on, data from the numbered save file designated by the File Number memory is copied to the numbered save file designated by the File Copy Destination Number memory. If the designated folder is not found, one will be automatically made. If there is already a destination save file by the same name, it will be overwritten.\n\nIf in need of more samples, I can take some screen-shots.\n\nIt and the suggestion about persistent layouts, would work like a charm for who wanna adventure doing RPG games on Construct 2", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/create-2020-health-bar-95103", + "domain": "construct.net", + "file_source": "part-00064-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nDo you want to show the health bar or just text?\n Healthbar\n If you want your max health bar to be eg 250px\n Your on top health bar should be 250 / 20 * amount of current hp.\n So 5hp will be 62.5px wide to show the hp\n Text\n Global variable = current hp\n Set text to \"current hp\" & \"/20\"\n\nDo you want to show the health bar or just text?\n\nHealthbar\n\nIf you want your max health bar to be eg 250px\n\nYour on top health bar should be 250 / 20 * amount of current hp.\n\nSo 5hp will be 62.5px wide to show the hp\n\nText\n\nGlobal variable = current hp\n\nSet text to \"current hp\" & \"/20\"", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/general-discussion-17/touch-event-62395", + "domain": "construct.net", + "file_source": "part-00256-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nHi everyone.\n im tying to make my gamesalad project in construct but i have some issues.\n in game salad im using touch option to change scene but it doesnt work in construct that way.\n it goes like this:\n there are 4 scenes. every scene has back button on the same position.\n when i run the app all back button take me back into first scene.\n But i want just second scenes back button to go first scene. and third scenes to second and fourth scenes to third scene.\n but it doesnt working that way.\n can anyone help on this one?\n\nHi everyone.\n\nim tying to make my gamesalad project in construct but i have some issues.\n\nin game salad im using touch option to change scene but it doesnt work in construct that way.\n\nit goes like this:\n\nthere are 4 scenes. every scene has back button on the same position.\n\nwhen i run the app all back button take me back into first scene.\n\nBut i want just second scenes back button to go first scene. and third scenes to second and fourth scenes to third scene.\n\nbut it doesnt working that way.\n\ncan anyone help on this one?", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-3/how-do-i-8/change-color-multiple-object-145856", + "domain": "construct.net", + "file_source": "part-00084-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nShould each enemy flash separately from others? Or all enemies flash at once, synchronized? \n If each enemy has its own flash cycle, then the easiest solution would be creating a single animation RED-BLUE-RED-BLUE-red-blue-red-blue-red-blue-red-blue, and loop it. Set speed=2 for the first four frames and speed=4 for remaining frames. No events will be required. \n To get the current color use AnimationFrame%2 expression, if result=0, it's red, if result=1, it's blue. \n Or you can make an animation with two frames RED-BLUE, looping, and run a timer for 2 seconds on each enemy. On timer change speed of the animation (make it faster or slower). \n . \n If all enemies should flash simultaneously (synchronized), then you can do this with global variables. Add a global variable CurrentColor (may be \"red\" or \"blue\"), set animation to this variable for all enemies, and also when a new enemy is created. Every 0.5 or 0.25 seconds toggle the value. Every 2 seconds toggle the speed.\n\nShould each enemy flash separately from others? Or all enemies flash at once, synchronized?\n\nIf each enemy has its own flash cycle, then the easiest solution would be creating a single animation RED-BLUE-RED-BLUE-red-blue-red-blue-red-blue-red-blue, and loop it. Set speed=2 for the first four frames and speed=4 for remaining frames. No events will be required.\n\nTo get the current color use AnimationFrame%2 expression, if result=0, it's red, if result=1, it's blue.\n\nOr you can make an animation with two frames RED-BLUE, looping, and run a timer for 2 seconds on each enemy. On timer change speed of the animation (make it faster or slower).\n\n.\n\nIf all enemies should flash simultaneously (synchronized), then you can do this with global variables. Add a global variable CurrentColor (may be \"red\" or \"blue\"), set animation to this variable for all enemies, and also when a new enemy is created. Every 0.5 or 0.25 seconds toggle the value. Every 2 seconds toggle the speed.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/camera-goes-haywire-character-114148", + "domain": "construct.net", + "file_source": "part-00077-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nAnd how are you following them? \n System->scroll to object?\n Are you trying to follow them both at the same time?\n ~Sol\n\n I don't quite get you but: \n -The character transform from Object A to Object B \n -Object A player input is disabled, Object B player input is enabled \n -Object A become invisible, Object B become visible \n -Object A's collision is turned off, Object B's collision is turned on (The collision was causing a lot of glitches) \n The camera is suppose to act like a standard platform's scroll to. But enabling/disabling Scroll-To function does nothing to fix it, at least the way I programmed it.\n> \n\nAnd how are you following them?\n\nSystem->scroll to object?\n\nAre you trying to follow them both at the same time?\n\n~Sol\n\nI don't quite get you but:\n\n-The character transform from Object A to Object B\n\n-Object A player input is disabled, Object B player input is enabled\n\n-Object A become invisible, Object B become visible\n\n-Object A's collision is turned off, Object B's collision is turned on (The collision was causing a lot of glitches)\n\nThe camera is suppose to act like a standard platform's scroll to. But enabling/disabling Scroll-To function does nothing to fix it, at least the way I programmed it.", + "content_format": "markdown" + }, + { + "url": "https://www.construct.net/en/forum/construct-2/how-do-i-18/windows-app-store-doesnt-meet-68590", + "domain": "construct.net", + "file_source": "part-00084-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "# \n\nDate: \nCategories: \nTags: \n\nSo I've tried this numerous times with my project to submit it on the app store. \n ontent compliance: failed\n\n This test evaluates your software for content compliance with Windows Store Certification Requirements. Learn more\n Your app doesn't meet requirement 3.2. Learn more\n Commons reasons why apps fail this requirement:\n The app crashes on launch.\n The app crashes randomly or repeatedly.\n The app freezes and the user has to close and restart the app.\n The app requires a Windows component library that the Windows Store doesn't support. To avoid this, make sure your development tools are up-to-date.\n Notes from Testers:\n Unfortunately, when our reviewers tried to launch your app failed to launch every time. Our reviewers were unable to complete a review. If we were able to capture a crash report, we have provided it to you. Please see: go.microsoft.com/fwlink for information on how to work with the crash reports.\n\n WWAJSE\n 53008OmegaNemesis28.XboxMatch_1.1.2.1_neutral__ysc49nxz5q3vg\n App\n b913\n 8\n ms-appx://53008omeganemesis28.xboxmatch/c2runtime.js\n 325_142\n Crash Log from MS\n CapX\n The app runs fine on my PC, it passes the cert program test when you export no problem, runs in the simulator, it runs fine on my laptop - but its not working on their end.\n Any suggestions? It appears to be something in the c2runtime.js its not liking. I was running Release 148 but I tried 149 too.\n\nSo I've tried this numerous times with my project to submit it on the app store.\n\nontent compliance: failed\n\n> \n\nThis test evaluates your software for content compliance with Windows Store Certification Requirements. Learn more\n\nYour app doesn't meet requirement 3.2. Learn more\n\nCommons reasons why apps fail this requirement:\n\nThe app crashes on launch.\n\nThe app crashes randomly or repeatedly.\n\nThe app freezes and the user has to close and restart the app.\n\nThe app requires a Windows component library that the Windows Store doesn't support. To avoid this, make sure your development tools are up-to-date.\n\nNotes from Testers:\n\nUnfortunately, when our reviewers tried to launch your app failed to launch every time. Our reviewers were unable to complete a review. If we were able to capture a crash report, we have provided it to you. Please see: go.microsoft.com/fwlink for information on how to work with the crash reports.\n\nWWAJSE\n\n53008OmegaNemesis28.XboxMatch_1.1.2.1_neutral__ysc49nxz5q3vg\n\nApp\n\nb913\n\n8\n\nms-appx://53008omeganemesis28.xboxmatch/c2runtime.js\n\n325_142\n\nCrash Log from MS\n\nCapX\n\nThe app runs fine on my PC, it passes the cert program test when you export no problem, runs in the simulator, it runs fine on my laptop - but its not working on their end.\n\nAny suggestions? It appears to be something in the c2runtime.js its not liking. I was running Release 148 but I tried 149 too.", + "content_format": "markdown" + } +] \ No newline at end of file