Excal's Forum Posts

  • I just tried to recreate this in an empty project with minimal objects/events. Turns out the 'on flash ended' condition doesn't even show up for the new project!! Definitely bugged.

    My original project:

    <img src="http://i.imgur.com/p1J2jpm.png" border="0" />

    The 'new' project I was creating to reproduce this problem:

    <img src="http://i.imgur.com/thBWzS0.png" border="0" />

    Can someone please move this to the bugs forum? Seems like something went wrong here and I can't even use the 'on flash ended' condition.

  • The reason why I think it's bugged is because if I disable the condition 'on flash ended' then the flash seems to work just fine and the ship doesn't become permanently invisible. However, I need the actions to fire as a result of the flash being finished, not anytime before. What happens with the condition enabled is the ship just becomes invisible.

  • Relevant image:

    <img src="http://i.imgur.com/tvLasM3.png" border="0">

    Basically what happens is, whenever the player ship collides with an asteroid, it should flash temporarily. However, the player ship turns invisible instead.

    Test the problem here.

    ImpulseCollision.capx

  • I second this idea.

  • 6a specifies that you cannot sell more than 50k copies if you use music from Jewelbeat.

  • Make a variable called OnCollision. By default, set this variable's value to 0.

    Whenever a collision occurs, set this variable to 1. Be sure to set this back to 0 at the end of the collision, probably like 0.1 seconds after the collision.

    Now, just have your events that are supposed to happen when not colliding occur when OnCollision = 0.

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  • Given what you've found it, it's probably best if a mod closes this thread and updates the original post with a 'DO NOT CONTACT' warning or otherwise removes the email.

  • Actually, I know why. Originally I thought you were using a text field.

    A text BOX requires user input and is used to allow the user to enter some information in your game. I doubt that can be set to transparent since it's based on browser settings. Correct me if wrong.

  • At least the spawning problem seems to be caused your layout scaling, instead of 'Scale' you should use 'letterbox scale' or similar, take a peek at layout scaling stuff at manual/soem tutorial. Seemed to solve the problem for me at least. I'd imagine the wrapping issue might be caused by this as well.

    Just tried letterbox scaling, still having the enemy spawn off-screen in Firefox.

    I created an event that checks for the enemy being offscreen. Basically the event looks like this:

    if Enemy is onscreen, set Enemy.IsOnScreen to 1.

    if Enemy.IsOnScreen = 0 (it's zero by default), then

    -Every tick, set enemy position to Enemy.X + 1, Enemy.Y + 1

    It doesn't seem to work, however, because when an enemy spawns off the screen it's not coming around. I have my own custom wrapping code that is supposed to bring the enemy to the other side of the screen once it exceeds WindowWidth/WindowHeight or if X/Y is less than zero, but those aren't working either.

    Maybe it's just an issue with the latest version of Firefox (version 19.0.2)? This doesn't seem to have problems on Safari.

  • I'm not a fan of letterbox scale because it causes black borders to appear. Perhaps this could be changed by adopting a 16:9 aspect ratio? Currently I'm running at 900x600, and letterbox scaling causes black bars to appear.

  • You should create a separate layer for GUI/textboxes. Set that layer to transparent.

  • One of the purposes of testing is to make sure your application works correctly across a range of devices. If IE works correctly but Chrome doesn't then you should be concentrating on getting it to work in Chrome, not using IE to pretend the problem is not there...

    Agreed.

  • I've solved most of my debugging issues by adding a new GUI layer and checking various object properties and watching how they update in realtime.

    However, there is an issue I am not sure how to test, and that is why my enemies are sometimes rendering off the screen. Perhaps this is a Firefox issue, as I haven't seen it happen on Safari (yet).

    You can play the latest version of the game build here.

    Enemies spawn only at the beginning of a wave, and the code that spawns them is:

    <img src="http://i.imgur.com/R2K2j0p.png" border="0">

    I have boxed the spawning code, and yet they still sometimes spawn off the screen and never show up (they have pathfinding, but when they spawn off the screen they do not move). I am starting to wonder whether it may be a bug with C2 itself, as there are no other events that spawn them off the screen. There could be a rare case where an asteroid spawns on an enemy and physics causes the enemy to move off the screen, but the enemies have the Wrap behavior and should show up on the screen anyway.

    Speaking of Wrap, the Wrap behavior isn't working on my enemies. I had to manually implement wrapping events. Possibly a C2 bug?

    ImpulseCollision.capx

  • Title says it all.

    Currently am working on a space shooter that I might submit (you can play the latest build here. However, I'm open to ideas on collaborating a new project if an artist is willing to work with me.

    Consider this a hobby project for fun and not a paid position. That's what a game jam is, right?

  • I agree, it would be nice to have a response from a developer on exactly how this behavior works.

    The more I mess around with C2, the more I realize I have to account for optimization. A lot of the behaviors are absolutely excellent in general, but in making the game look smooth there is a lot of work still to be done. For example, I basically had to manually implement collision using CustomMovement in addition to using the Physics library in order to make my collisions feel somewhat realistic.