BabyCave's Forum Posts

  • Crap. I am using Firefox. Is that something we can expect a fix for, you think, or is that just an inherent flaw in the compatibility?

  • Hey all, I posted this in bugs a few days ago and haven't gotten a reply yet. I'm hoping that someone here can help. I'm just going to copy/paste my original post here:

    Problem Description

    There seems to be an issue with assigning actions to the Right Trigger using a gamepad.

    I tried to set a Parry/Block animation to the right trigger of a gamepad, and when I ran the layout, nothing happened.

    I then noticed that when I pressed up on the Right analog stick, the action I assigned to to right trigger occurred.

    I switched the even from "On button pressed" to "while button is down," and the same issue persisted.

    I wondered if it was my gamepad, so I switched the event from "Gamepad 0" to "Gamepad 1," while I had a second gamepad plugged in and functioning, and the right trigger did nothing on the second gamepad.

    I also tried switching the event to trigger on the left triggers of each gamepad, and nothing occurred, however when I switched the event to a button (y or b) or the left and right bumpers, the ParryBlock animations were triggered properly.

    Attach a Capx

    This is the Capx for my project: https://www.dropbox.com/s/szjxvd9fohbx0 ... 20Bug.capx

    Description of Capx

    I only have one event sheet, and the specific event is number 24, under group "Player1Controls" I starred the specific event.

    I'm creating a beat 'em up, and I want the right trigger to initiate a Parry to Block animation. for each character. I was starting to assign the animation itself to the first player when I noticed it wasn't responding.

    Steps to Reproduce Bug

    Start computer with gamepads plugged in.

    Open Capx.

    Run Layout

    Press Right Trigger

    Observed Result

    Nothing happened, when it should initiate animation "ParryBlock" for object "Greatsword" With variable value "Instance" the same as Object "PlayerBox1."

    Each of the other assigned actions to the gamepad are functioning.

    Expected Result

    Player1 (blue) should perform animation "ParryBlock."

    Construct 2 Version ID

    Release 173 (64-bit), running Windows 8.

  • Problem Description

    There seems to be an issue with assigning actions to the Right Trigger using a gamepad.

    I tried to set a Parry/Block animation to the right trigger of a gamepad, and when I ran the layout, nothing happened.

    I then noticed that when I pressed up on the Right analog stick, the action I assigned to to right trigger occurred.

    I switched the even from "On button pressed" to "while button is down," and the same issue persisted.

    I wondered if it was my gamepad, so I switched the event from "Gamepad 0" to "Gamepad 1," while I had a second gamepad plugged in and functioning, and the right trigger did nothing on the second gamepad.

    I also tried switching the event to trigger on the left triggers of each gamepad, and nothing occurred, however when I switched the event to a button (y or b) or the left and right bumpers, the ParryBlock animations were triggered properly.

    Attach a Capx

    This is the Capx for my project: https://www.dropbox.com/s/szjxvd9fohbx0vz/Controller%20Bug.capx

    Description of Capx

    I only have one event sheet, and the specific event is number 24, under group "Player1Controls" I starred the specific event.

    I'm creating a beat 'em up, and I want the right trigger to initiate a Parry to Block animation. for each character. I was starting to assign the animation itself to the first player when I noticed it wasn't responding.

    Steps to Reproduce Bug

    • Start computer with gamepads plugged in.
    • Open Capx.
    • Run Layout
    • Press Right Trigger

    Observed Result

    Nothing happened, when it should initiate animation "ParryBlock" for object "Greatsword" With variable value "Instance" the same as Object "PlayerBox1."

    Each of the other assigned actions to the gamepad are functioning.

    Expected Result

    Player1 (blue) should perform animation "ParryBlock."

    Construct 2 Version ID

    Release 173 (64-bit), running Windows 8.

  • Replace event 32 with 'For each' Strawberry. Whenever you get weird results from multiple instances, it tends to be an implicit picking issue. You can only get away without a 'For each' if ONLY the same object is referenced in the event/action. The second you add any other object (StrawberrySight in this case), you have to explicitly cycle though each instance. The issue here (I think) is that Strawberry 3 & 4's line of sight overlap, so there is confusion on which Strawberry/StrawberrySight are picked to act on.

    My general rule of thumb (as C2's picking can be confusing), is to always use a 'For each' to cycle through instances, and then if I care, try toggling them off to see if they are needed when I'm happy with the results.

    Oh my god, you're a wizard!!

    Thank you so much!! I had no idea that was even a condition!!

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  • Hey all!

    I'm hoping someone can help me with an issue I'm having. I'll try to describe my issue, and I'll post a .capx below.

    I'm working on a gamejam, and my game is acting kind of buggy, and I'm hoping someone can help me pinpoint the problem. I've been at it for two days, and I'm going nuts trying to get this to work the way I want to.

    The player is a were-banana, and can exist in two states: transformed or not transformed. The player changes between states by pressing Space.

    Basically, when the player gets close enough to a strawberry, it turns to face the banana, and the strawberry's field of view is supposed to be mirrored when the strawberry is mirrored, and not mirrored when the strawberry is not mirrored.

    The issue that's happening is that if the player walks across the screen in an untransformed state all the way to the right, and then comes back to the left, the third strawberry's field of view gets wonky, and won't mirror properly.

    I think it has something to do with the "serial" instance values between the Strawberry and StrawberrySight objects. Originally I had them set as numbers, and if the strawberries weren't killed in order of smallest to greatest value, their field of views would get skewed and not act the way I wanted them to. I tried to change them to strings, but I'm pretty sure they still have a certain "least to greatest" value, because they're still wonky, and occasionally don't mirror properly.

    Also, if you beckon a strawberry so it sees it's fallen friend, it will run to the fallen friend and cry. If you leave the crying strawberry and walk past the remaining strawberries, their fields of view don't mirror when they should either.

    Anyhow, this: https://www.dropbox.com/s/ctlurxsr0cwav37/Were-Banana!.capx.backup1 is the .capx for where I'm at now. If anyone can help me figure this out, I'd greatly appreciate it.

    I have my events organized in groups and labels above what the functions are supposed to do to the best of my ability. This is my second game, so I'm sorry if it's a little messy.

    The controls for the banana are:

    Arrow keys to move

    D while untransformed to wave at a strawberry (makes them either follow or stop following you if they see you and you are facing them)

    D while transformed to attack with your hand (should kill the strawberry)

    D while transformed and jumping to kick (also kills strawberry, but I have to make the hitbox easier)

    The banana can only jump while transformed, and will move faster while transformed as well.

    Thank you so much!!

    • Scott
  • This was my first GameJam, and it was a ton of fun! I'm working on MonsterMash2014 now!

  • Hey all, I just had a quick question, a few people mentioned to me that they couldn't get my game to load.

    I asked them what browser they were using, and it appears they were all using Safari.

    Is this a common issue?

  • Nevermind!

    I saved a blank project to get the files from.

    Thank you!!

  • Can I just delete these folders? I'm not sure what the icons and loading logo are supposed to be.

  • You're a lifesaver, Kyatric. Thank you!

  • Well the capx appears to be missing some png files (the loading icons and the favicons for the project), this might be an issue in the long run and might cause the javascript issue.

    Thanks! I just opened up the caproj, and it gave me a list of them. I didn't realize I was missing them. Is there a way to replace them, or should I start a new project and re-import the assets, to avoid future issues?

    As for your problem, simply add a system condition "Else" to events 29 to 31.

    It's just a (common) issue of how events work. You press S, the code testes if you're positioned over a "up" stairs, yes ? then it moves the character.

    Then it testes is the character positioned over a "down" stairs ? Well, now yes it is since I moved it as a result of my very previous test. So moving the character again, you are under the impression it hasn't moved from the "up" stairs when actually in the same tick, it moved twice.

    Adding the "Else" condition allows you to prevent that behavior and the checks to perform as you intend.

    Thank you so much. I didn't even think of that. It explains why when he's on an "up stairs" he gets repositioned to the position for the "down stairs." I think I'm doing your fix wrong though. When I go to add "else" to the events, it comes up with red text warning me that '"else" is not valid here', and if I right click and add "else" events inbetween the events it doesn't work. I feel like this is a simple concept I'm not grasping. Haha.

    EDIT: Nevermind!! I just had to indent the events properly in order to get this to work. I'm so grateful for your help, thanks!

    Just a quick suggestion. Rather than hard-coding the position for the doorways, I would add an extra image point to the doorway and then use the Set Position to Object action. If you have many doors, it can save you lots of time.

    Thanks for the tip!

    Originally I had it set to the origin just to test to see if it worked, but I tried switching to using the position to see if for some reason those events weren't working because of their being set to the origin.

  • That was happening to me a few times too. It alternated between giving me a JavaScript error and opening. I haven't played with anything out of the ordinary, so I'm not sure why it's happening.

  • Hey all,

    I'm having a problem in one of my games, and I'm not sure if this is a bug or not so I don't want to post it to the "report a bug" thread just yet.

    I'll post my cap.x below, but basically what's going on is that I have events set up (the last four on the event sheet in the cap.x) so that when the playerbox is overlapping a stairway and the player presses "S," the playerbox is repositioned to the "exit" of that stairway. For some reason the mechanic works fine when the player is going from a higher elevation to a lower elevation, but when the player is on an "up" stairway (decreasing in x value), the playerbox just gets repositioned to the center of the stairway he's overlapping.

    Any suggestions?

    https://www.dropbox.com/s/cz4zmq9jxsvhbo1/Wald0BUG.capx

    All help is extremely appreciated. I'm working towards submitting a game to the Newgrounds Construct 2 GameJam, and I only have until June 15th to push it out.

  • Hey Doc,

    I'll definitely look into that. Thanks!

  • Hurr durr.

    I just realized I didn't have the layout assigned to the correct event sheet.

    Thanks for telling me the event should be okay!!