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skwp

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A member registered Nov 24, 2020 · View creator page →

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(2 edits)

A expressão ‘Pass()’ tem como única função passar todos os seus parâmetros, em sequência, para o trigger ‘On method’, e ela só irá funcionar corretamente na ação ‘Call method’.

Os parâmetros passados em ‘Pass()’ podem ser acessados, em ordem, em um trigger ‘On method’, usando a expressão ‘Param()’.

Se eu usar ‘Pass(10, 64, “banana”)’, no trigger ‘On method’ posso obter: ‘Param(0)’ -> 10
‘Param(1)’ -> 64
‘Param(2)’ -> “banana”

O behavior foi feito assim devido a uma limitação do Construct 2 que não permite links de parâmetros adicionais (como existe no plugin Function) em behaviors.

Se ainda tiver dúvidas, você pode dar uma olhada na demonstração que está disponível e ver como essa expressão é utilizada.

Damn… This plugin is quite broken LOL. Thank you again! This should be fixed in the next update.

(2 edits)

It is possible, but not practical.

Sprites already have a significant impact on project performance, and adding this feature to a delicate object such as 9-patches would make the situation even worse.

You could use Sprites that simulate 9-patches. Of course, they are not the same thing, but it is better than adding a feature that not everyone would expect to have.

You may also want to see this post made on the Construct 2 forum.

“Switch animations”?

Do you mean loading an image by URL, just like Tiled Backgrounds?

(1 edit)

Yes, it seems there’s a minor typo in the code causing this bug. Thank you for your report, this issue will be fixed soon.

I’m glad you like my addons, thank you!

Yes.

(1 edit)

I’m really sorry for the years-long delay, but I don’t have as much time to develop projects as I did when I published the first version of the engine. This project currently uses Construct 2 addons that I made and I haven’t published them yet. The code of this project will only be released when all of the addons are done (you wouldn’t be able to open it if you don’t have those addons anyways). I can only say that this project will be done very soon. I hope you understand.

Well, this game is pretty tough but I made it to the end. Don’t know how many times I died for that Snowman and that Tree. Nice fangame! image.png

That’s interesting! The WebView2 wrapper is very lightweight compared to NWjs, and it’s quite suprising that it works with Construct 2 projects even if it’s from a Construct 3 exported project.

I’m impressed that you managed to export a Construct 2 project to WebView2. However, you need to note that Construct 3 projects have a completely different architecture, which means it has more features that Construct 2 doesn’t have. Unfortunately, I won’t be able to help you because Construct 2 doesn’t have official support for exporting to WebView2, and the architecture of projects made with it doesn’t allow you to change the size or position of the window (as far as I know).

Required

oi, vi teu projeto há pouco tempo na aba de recentes, e decidi dar uma olhada. tentei iniciar o jogo na versão web mas nada acontece. baixei o executável, mas o aplicativo não parece funcionar corretamente: ao abrir, ele pede para abrir alguma outra coisa, e quando eu seleciono o jogo, esse erro aparece: image.png

the game is cute, but the player’s movement is kinda weird (e.g. I tried to move with A and D, the player didn’t move to the sides but instead it moved backwards), and I legit don’t know if it was intentional lol. other than that it’s a fun game.

Whoa, that’s amazing! Now even more people can enjoy this cool TTS!

Seems like to trigger everytime I create or move a point in a way that overlaps another one with the Switch option on.

Full error message:

Error

bad argument #1 to '?' (table expected, got nil)


Traceback

[love "callbacks.lua"]:228: in function 'handler'
[C]: ?
[C]: in function 'pcall'
(local gfx love.graphics)...:115: in function 'draw-selected'
(local f (require :f))...:120: in function 'el_draw'
(local f (require :f))...:82: in function <(local f (require :f))...:71>
(tail call): ?
[love "callbacks.lua"]:168: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'

I’m on mobile and it still worked pretty well. Nice little game, I liked it!

Oops, I didn’t even think about that.. Thanks!

That’s a very good game! Nice story and cool looking characters, I loved it!

(1 edit)

Of course! But I’m currently fixing some bugs in this version that I didn’t even notice when I released it, and it may take some time. When I’m done, I’ll release the updated capx example file.

nice suggestion! thanks for your interest in this plugin.

I’m aware of this problem, try waiting for a while until the loading screen appears.

The source code is expected to be released on the 30th of this month, but that’s just a prediction, I’m very busy right now.

wow

loved the tiny concept of moving on. I had a great experience.

awesome

Some notes:

  1. In the Modifiers Menu (press CTRL in Freeplay Menu), you can change the speed of the MUSIC by changing the Playback Rate value. And you can change the speed of the NOTES by unchecking the Chart Dependent Scroll Speed option and changing the Custom Scroll Speed value.
  2. You can change the skin of notes by going to "Options > Visuals & UI > Note Skin". Currently, there are only 2 note skins and I plan to add some more in the future.
  3. You can change the characters by going to the Editor by pressing 7 when playing a song. This is not a permanent method though, as when you quit the game, the characters reset.

I appreciate your suggestions, I will think about adding local multiplayer and customizing the combo position.

I am currently doing support for different note types. About the mechanics, I should make a system for "custom scripts" but I don't think that would be a good idea, I think.

I am planning to release the source code, but there are still many things to be done, so I don't know exactly when it will be finished.

Added! Thanks for commenting!

Thanks for commenting!

Thanks for commenting!

Sad that this mistake happened to you, the updated version is really good. 😢

Thanks for commenting! And yes, I used the json files from the actual game.

By far, this is the most playable fnf remake I've seen on this site. I liked it a lot.