BabyCave's Forum Posts

  • Not sure if this was fixed yet, but I'm now experiencing this issue in C2 with my Cintiq. Right click works in all other applications.

  • Thanks! I'll try that when I get home.

  • Hey all,

    I'm hoping someone can help me with a problem I have. I've been working on a game for maybe 4 or 5 months now, and I recently exported the game as an HTML5 project to drop on Newgrounds.com. Bear with me, because I have a bit of explaining to do to be clear about my questions.

    After I uploaded it, I noticed the resolution was weird, so I fixed it in the editor and went to re-export the game. When I thought I was deleting the folder with the exported HTML5 game, I actually had highlighted the folders in the project, and hit delete. I caught my mistake at maybe 17% through the download and cancelled, but a good number of my animations/assets are pretty screwed. When I try to open the project, it tells me a whole bunch of animations and assets are missing, and that some of them can't be displayed properly, but it has empty placeholders for all of them.

    I still have all of the sprite sheets from the exported version (and the original sprite sheets from when I created them initially), and the event sheets are all still intact, despite the assets being corrupt. At first I was relieved because I believed I could simply re-import the images and re-align the origin points (time consuming though it would be) and that would fix the problem for me. A few of the assets and animations are present in the projects window, and when I open them they seem intact, but they don't display properly in the editor on the stage windows. I found out I could open the sprites, "resize" them (read: click resize, make no changes, and hit okay) and they would appear in the stage. I also could duplicate certain animations and rename the duplications as their initial names to make them appear in the stage properly.

    When I saved the project after making some changes to those assets and re-loaded the project, however, it reverted back to the blank state of the project being completely corrupt, and all of the assets not displaying properly. That's including the ones I'd "fixed."

    I'm hoping someone can tell me that it'll all be okay, and there's a tried-and-true way to remedy this situation. If I have to create a new project and start over I'll probably cry about it for a good bit and then get to it, but if there's anyone who this has happened to, and who knows a way that's shorter than just beginning again, I'd be forever in your debt if you could help me out.

    Thank you so much for your time,

    Scott

  • Ah! Thank you!

    I never realized that the arrows indicated triggers. I'm learning how to use construct through experimentation and google-fu, so I really appreciate you spelling it out for me like that. Makes it easy to understand.

    Thanks!!

  • Hey everyone!

    I keep getting a stacking error message when one of my monsters dies.

    What should happen is when my bullets (Medium or Large Shot) collide with the BeadSnake mob, it plays its death animation, and gets destroyed when that animation finishes.

    For some reason whenever it destroys, I get an error message that I'm not knowledgeable enough to fix. I tried rearranging my events and actions three times, and I'm having trouble figuring out what's going wrong.

    Here's a screenshot of my events, and the error message I get when the BeadSnake gets destroyed:

    Can someone explain to me what I'm doing wrong here and how to prevent this in the future?

    Thank you!!

    -Scott

  • I'm using chrome.

    That's incredibly strange. I'll have to test some keyboards.

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  • That's weird.

    If that were the case, wouldn't it be the same while I were moing right?

    Can I ask which browser you previewed it on?

  • So I got the charge button working, but now for some reason, when I hold down space and move left I can't jump.

    I can move right and hold space and jump at the same time, but just not left.

    Anyone have any ideas?

    Here's the .Capx:

    https://www.dropbox.com/s/g3fl34vlemear ... .capx?dl=0

  • Ah, I didn't realize there was a timer behavior.

    I'll mess around with it when I get home. Thanks!

  • Hey all!

    I'm trying to make a character able to fire three different types of bullets depending on how long they hold the space button down.

    I have a "Player" sprite with a "Charging" numeric instance variable and a "Charge" sprite with animations "Idle", "Charging1", "Charging2", and "Charging3".

    What I have right now is:

    | Keyboard - Space is down . . . . | Charge - Set animation to "Charging1"

    | Player - Charging = 0 . . . . . . . . | Player - Set Charging to 1

    | | . . . . . . . . . . . . . . . . . . . . . . . . . |System - Wait 2.5 seconds

    | |

    | | Keyboard - Space is down . . | Charge - Set animation to "Charging2"

    | | Player - Charging = 1 . . . . . . . | Player - Set Charging to 2

    | | | . . . . . . . . . . . . . . . . . . . . . . . . | System - Wait 3.5 seconds

    | | |

    | | | Keyboard - Space is down . . . | Charge - Set animation to "Charging3"

    | | | Player - Charging = 2 . . . . . . . .| Player - Set Charging to 3

    Also, above that, I have:

    | Keyboard - On Space released . . . . | Player - Set Charging to 0.

    This works in that when the player holds down the Space bar, the Charge sprite goes through the proper animations at the pace I want, but if the player quickly presses space repeatedly for a bit before holding the space button, the Charge sprite animation jumps straight to "Charging2" and doesn't change after.

    I know that's because the events have the System Wait postponements in them, and I'm having a bit of trouble trying to make it work.

    Can anyone help me with this?

    Thanks!

    Scott

  • Thanks!

  • You can use something like "left(name, len(name - 1)" to remove the last character of the string.

    My string value is called Player.Name and when I replace it in the algorithm you provided, I get a message that tells me I can't use the subtraction sign due to it not being compatible with strings. am I entering it wrong?

  • Thank you!

  • Remove just the last letter or character from a string?

    I made my own keyboard for a player entering choosing their name, and I've made it so they can add letters, but I'm trying to get the "delete" button to work now.

    Basically I want to make it so that when a player presses the "delete" button, the Dictionary Value that contains their "name" ,for this example, say the name is "Atticus", changes to have the "s" removed, and becomes "Atticu". If they press "delete" again, I want the Value to then become "Attic."

    Please help!

  • Closing, your project has 100 events so there is little evidence it's a bug in Construct 2 and not a mistake in your events.

    Okay. I'll resubmit. Didn't realize I needed to have a small number of events to report a bug. Sorry about that.

    I do feel that the fact that, by simply replacing the only event which references LT/RT to reference a difference button you can get the event to work, would indicate it's an issue, but I understand why having 100 events would be too many to look through to verify this. I'll try to make a smaller, simpler evidence of this.