askforallie's Forum Posts

  • 3 posts
  • My game pauses automatically when the player is not touching the screen by setting time scale to 0. It unpauses when you touch a sprite that sets the time scale back to 1.

    This has worked very nicely for me except in one case. I used cordova and Intel XDK to create an android crosswalk build on my phone. When the phone falls asleep (not when I manually press the power button) and I wake it back up, the button no longer works. I'm not sure if it's just not recognizing the input or what. It does have one other check to make sure the user is not touching the screen in more than one place, but that's it.

    Any ideas? I would post a screenshot of the event sheet but I'm not sure how, and I would rather not send the whole capx if possible.

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  • Thanks for the reply Chris!

    The checkpoint thing is already one of the very first things that executes. I tried debugging with the text objects, unfortunately with no insight from them (they kept the right coordinates even when I trigger the bug). Your workaround sounds like it might do the trick and I'll definitely give it a go if I can't find what's really going on.

    The reason I'm thinking it might not be in my code is because the bug is triggered in during the loading period, when my code isn't actually active. But I am still looking because if it is my code then I can actually fix it and no more bug! If not then I'll have use an alternate set up...ugh

  • Hi folks!

    For a checkpointing system, our project uses behaviorless "checkpoint" sprites. When the player overlaps these checkpoints, the global variables cpX and cpY are set to the checkpoints coordinates. When the player dies, we restart the layout, and so long as cpX and cpY arent both 0, we set the player's position to cpX and cpY.

    Now, there's a teensy bit of lag when it restarts, and if you hit the "up" key (no other key triggers it, but you can hit other keys along with "up") during this lag, the player starts at the default starting location instead of the cpX and cpY. However, if the player then dies before hitting the 1st checkpoint, they start at the correct one on the reload (otherwise they start at that new checkpoint) provided they didnt hit "up" on the load again.

    It looks the variable is being stored A'ok, so I'm wondering if the problem is in the behind the scenes stuff that happens in limbo.

    Is there any reason that Construct 2 or the browser would cause this? If not, I'll keep looking for bugs, though for the life of me I cant find one that would cause this. Testing on Chrome

  • 3 posts