fieari's Forum Posts

  • Bah. Swapping the order so that the floater group is above the walker group fixes it in my main project, yet in the test cap the order makes no difference. I don't get this. At least it's working... for now.

  • This is odd. Making the above changes, to the walkers only, does fix the problem in the example cap I uploaded. Exporting those changes to my main project does NOT fix the problem. Exact same code. I also converted the sub-events of the floater group (not needed in the cap above) and it still doesn't work.

  • If you have to do all that, it's got to be a bug somehow... sheesh!

  • Ah, pity. Okay, I'll try to muddle through...

  • Thank you for pointing out the "Pick" condition, I hadn't realized its existence.

    Unfortunately, it does not fix the problem. Exactly the same behavior occurs.

  • This tutorial project isn't on hold, is it? I'm particularly hoping to see information on how to set up menus, cutscenes, and save games...

  • I'm not sure why this doesn't work.

    In the attached cap, the grey skeletons have MoveType=1, while the red skeletons have MoveType=2. MoveType=1 means they'll walk till they reach the end of the platform, then turn around. MoveType=2 means that it'll only turn around once it hits a wall (I've given the red skeleton gravity=0 for floating purposes).

    Use "Destroy on startup" to delete all the grey skeletons, and the red ones work perfectly. Do the same for the red skeletons, and the grey ones work perfectly. Have both in the same sheet, and they start glitching out.

    Help?

  • Sounds like a job for TimeDelta!

    Give it an initial speed. Each tick, subtract some multiple of TimeDelta from its speed. It'll go out, eventually slow down, turn around, and accelerate back to you.

    More complicated events could make more complicated behaviors of course.

  • Ah, I see now. I think the "Jump" name is hard coded into the Platform Behavior, just like "Move Down" is (for purposes of jumping down through platforms). Just one of those things. Hopefully this will be changed in the future.

    You can work around it by making an event to tell your platformer to jump when YOUR jump button is pushed, and then set the default jump button to something out of the way.

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  • I'm finding your question odd. I'm assuming you found the Application Properties menu, with the controls at the bottom, since you said you renamed them. Well, at that location, you can set what button to use as well...

  • Do you know what caused it? Fixing a bug that can't be reproduced is nigh-impossible, after all. I really want to make sure the devs have the info they need to fix this.

  • I'm not adding this to the tracker because I have NO idea what causes it.

    Sometimes, for a reason I don't know, the entire contents of an event sheet are replaced wholesale with another open event sheet. The event sheet being replaced was not selected when this happened. It's happened to me on a couple of different occasions. The most recent time was particularly annoying, as I didn't have a backup (stupid, I know) and I need to rewrite the sheet now.

    Anyone else have this happen to them? Any idea what might be triggering it?

  • Okay, I realize that debugging an entire project is probably too much to ask people. So I think I've reduced the problem here. The files in the linked thread don't perfectly mimic the situation I'm trying to reproduce, because in my main project, one of the sprites DOES fade properly. But I believe that the problem I found there is linked to my problem here.

  • Attached are two cap files that should do almost exactly the same thing, but don't. Load them up, and click the sprites on screen. (For the "fail" one, click multiple times)

    The behavior that SHOULD happen, and does on the "success" file, is that the animation will change to "Dying" and then it will fade away and be destroyed.

    On the "fail" file, however, the dying sprite is triggered, but FADE DOES NOT ACTIVATE.

    Look at the events for the two files. They are -exactly the same-, the ONLY difference being what triggers the event.

    What gives?

  • Construct doesn't, to my knowledge, have online support. What would you be downloading? How?