boolean's Forum Posts

  • The time scale of 100 in the capx above was just for demonstration, to show that the bullet behaviour can collide correctly regardless of the time scale, but the platformer behaviour does not. In my actual game I'm trying get a 'fast forward' effect by setting the timescale to 5 or 6, but this has the same problem just on a smaller scale. Sometimes objects miss by a few pixels and go flying past :)

  • I can't seem to open your capx. Anyone else getting a grey screen?

    I'm sure others here will have better solutions, but you could do something like add an instance variable called "Order" to your number sprites, then give your first box "1", your second "2" and your last "3". You can then have a condition that says "Sprite instance variable is = to 1" or 2 or 3, giving you the box you are looking for (so it's like manually setting and picking an ID).

    The actual number could be a global variable, so you can say "start global variable at 1", then do the the "where sprite instance variable is = 1", do your animation and then increment the global variable by 1 to 2, then the last number sprite after he has done his animation can set it back to 1.

    <img src="http://i.imgur.com/FM9TE.png" border="0" />

    In the screenshot above I'm setting the next number box ("CurrentNumberBox") in the same area you would have the animation run, but you could easily move the part where the block collides with the player.

    I'm not sure if I'm making myself clear, but it might be enough to get you started :)

  • No physics in there now, but I'll add it and the bullet behaviour and see if it helps.

    Update: So I gave it a test and you are correct. The physics behaviour is not needed, but changing to the bullet behaviour does indeed collide with the object, regardless of the time scale.

    Sample demo:

    dl.dropbox.com/u/20830426/TimeScaleTest.capx

    The unfortunate part is I'm trying to apply this to an object that also has the "Platformer" behaviour, and adding both the bullet and the platformer behaviour causes it to no longer collide. Anyone have any idea why bullet would work but platformer would not? Is this by design?

  • dafoundah: That's really smart!

  • Hi all

    In my game I attempted to set the time scale to higher than 1. For example purposes, say I set it to 15 and have a 10x10 box moving from the left side of the screen to the right hand side, with a 5x5 box in the middle. It would appear that every tick the game would move the box 15 pixels to the right, teleporting it past any objects it might normally collide with at a time span of 1. In this example it causes the boxes to incorrectly not collide.

    Is there a way to increase the time span and not break the collisions? If this simply isn't possible by increasing the time span, does anyone know of another technique to speed the game up? Or am I on the completely wrong path and this should be working?

    Cheers

  • foolberry, are you sure the preview mode is actually running? Check that the 'Run Layout' button is not greyed out. I had a similar problem last week and it was because I did not have at least one layout open.

  • I'm using version R104 of C2. Sample of the bug can be found at:

    dl.dropbox.com/u/20830426/undoHistoryBug.capx

    To reproduce go to "EventSheetA" and copy both the actions (just the actions) from the event from the only condition and paste them into "EventSheetB" into the only condition. You should receive a warning that "localVariableA" does not exist. Now try and undo.

    Instead of the events rolling back to before the past (deleting "set globalVariableA to 2") it actually adds a second one. Sometimes continuing to undo will keep adding new actions, but after a while it will skip back to the events that took place before the copy+paste.

    My previous bug reports were rubbish, but this time I think I finally found a proper bug <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Looks like it down for about 3 days.

    Any word on what happened? Was any data lost or was it simply a server problem? Not sure if Ash checks these forums =)

  • Ah ok. That's how I'm doing it now, I just wasn't sure if there was something in the plugin itself. Cheers!

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  • Is there any way to call a function and not use the context of the event calling it?

    I have a function that creates a sprite from a family, but because the event calling the function also uses a sprite from the same family, the function using 'destroy' only applies to the one in context of the original event (instead of all).

    Is there any way to call the function and tell it to ignore the context of the calling event?

  • Yeah this caused me some confusion too. There were no instructions in the email or the license page. The rest of the process was so slick I just assumed I was missing something obvious. I had to spend some time poking around the forums until I figured it out.

    A line or two on the license download page would be nice <img src="smileys/smiley1.gif" border="0" align="middle" />

  • So the problem popped up again today, and Ashely you were exactly right. Opening the layout made the button become available. Once the layout had been opened I could close it, close C2, open C2 back up (with no layout open) and the button would still be there.

    Sorry about the bad bug report <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Oh very sneaky! Ha, that would certainly work <img src="smileys/smiley1.gif" border="0" align="middle" />

  • So as mentioned I tried GenkiGenga's suggestion, using speed instead of distance, and it seems to work pretty well. I won't upload the whole capx as this seems like a pretty simple exercise, but here are the events if anyone is interested:

    <img src="http://i.imgur.com/QSddo.png" border="0" />

    (Oddly, "speed < 1" works, but the "On Stop" event does not.)

    Is there any other ways anyone might be aware of?

  • It's that I don't know how long to wait for. If I have an enemy that is supposed to be heavy, they might only get bumped back a few pixels, but another regular enemy might be bumped back many pixels. In this case, do I set the wait time to be low or high? I could make it an instance variable, but it's going to be hard to test the exact amount of time to wait for every enemy.

    This also gets tricky if another event occurs like the enemy hits some scenery. He gets pushed back, but instead of travelling the full distance (a 1.5 second wait), he hits some scenery and, with the event now taking place at 0.5 seconds, rockets forward for one second while the wait timer ticks down.

    I'm playing about with GenkiGenga's suggestion right now and so far it seems to be working well. I'm going to test it a little more then I'll post a screenshot of the event sheet.