fieari's Forum Posts

  • I had that problem in 0.98.5, and I guess it hasn't been fixed. Basically, when you delete something, a box pops up asking if you really want to do that, with a check box to not display the box anymore. If you have that checkbox checked and hit no, you'll never be able to delete an object again until you reinstall construct.

  • Where can I find a list of the variable names for the Platform (or any other) behavior? I'm trying to make an event that finds whether "Allow Bunny Hop" is set or not.

    This sort of documentation would be great to have on the Wiki.

  • This is a little complicated, but I think it would assist greatly in making events.

    In C++, the ? is a miniature If/Then/Else statement. The syntax goes like this:

    ( Conditional ? Value if True : Value if False )

    Now, this is not functionality that will allow you to do anything you can't currently do in construct. But it will make it possible to use less sub-events, and make things neater all around.

    Consider the case where you want an enemy to bounce away from you upon an overlap. You can't simply use Family[Behavior].VectorX = -Family[Behavior].VectorX, because there are other events setting it's VectorX. You can't just set Family[Behavior].VectorX = Family[Behavior].VectorX + 100, because what if you're on the other side of the enemy? You'd have to do

    +On Overlap between Player and Family[Behavior].VectorX

    ++Player.Angle = 0

    --Family[Behavior].VectorX = Family[Behavior].VectorX + 100

    ++Player.Angle = 180

    --Family[Behavior].VectorX = Family[Behavior].VectorX - 100

    With the ? functionality, you could merely have:

    +On Overlap between Player and Family[Behavior].VectorX

    -Family[Behavior].VectorX = Family[Behavior].VectorX + ( Player.Angle = 0 ? 100 : -100 )

    Drastically simplifying the event sheet. Well, simplifying it assuming that you know the syntax, but it's not difficult to learn, and it's not like the longhand method of doing the same thing has gone away or anything.

  • You could have not only up and down, but left and right, to move the event in terms of being a sub-event.

  • I think it would be handy to have an "Ignore Input" checkbox in the behavior box, to easily create enemies that have movement behaviors like platform or 8-direction, without having to set them that way with a "Start of Layout" action for every single sprite.

  • Perhaps subanimations could in fact act like families for animations, like I initially thought?

    And again, why did my game break when I moved the animations to be subs?

    Also: Reported.

  • But I haven't changed the names of any of the animations, I just took formerly main animations and moved them to a sub-animation position. If you could access a subanimation with just the name of the subanimation, doing this should not have changed the behavior of the game whatsoever. So why did it break?

    Also of note, once I moved an animation to a sub animation, I can't seem to be able to move them back to normal main animation status. At least not by dragging it.

  • I made a workaround for this situation, but I too found it to be a pain.

    +"Move Left" is down

    +Not "Move Right" is down

    -Player: Set angle to 180

    -Player: Set acceleration to 300

    ++Player[Platofrm].VectorX Greater than 0

    --Player: Set acceleration to 1500

    Perhaps the behavior could include a feature like this by default? Even better than just setting the acceleration to a particular number, you could make the turnaround acceleration to acceleration + deceleration.

  • Sorry for flooding Help/Tech Support with questions, but the wiki and other documentation really isn't enough quite yet...

    Can someone explain Sub-Animations? It seems like it would be very helpful for what I want, but I'm missing a bit of syntax.

    I want to have an event trigger if any one of a particular set of animations is playing. So, I figure that it would work by making all those animations a subanimation. So I create a new animation with nothing in it. I then move all the animations I want grouped as subs of that first one.

    Suddenly, I can no longer get these animations to play. I assume there's a separate syntax for accessing subanimations, but I can't figure out what it might be...

    While I'm at it, will testing for the root animation playing also trigger if a subanimation is playing?

  • Found my problem. I was setting the animation and THEN spawning the object, instead of the other way around. Every time I spawned a new object, it'd default to the 1st animation, and ignore the fact that I was setting a new one 4 ticks later. I had figured that I would be changing the master, and all copies would be the same as the master, but this turned out not to be the case.

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  • No. I actually WANTED it to be the same sprite, as it'd make thing easier, but this is to implement the OnionSkin thingy posted in the suggestion forum. It's definitely two sprites, with the animations from one painstakingly copied from one to the other.

  • I have two sprites with animations named the same things. I want to sync up their animations. I have an event,

    +Always

    -Sprite2: Set animation to Sprite1.AnimName

    -Sprite2: Set animation frame to Sprite1.AnimFrame

    Yet Sprite2 never changes its animation. Why?

  • Okay, when using a family like this, say I have an enemy with an attack-on-touch value. I can use an event to detect a collision between the player and any enemy. Now how do I access the private attack value of the enemy I just collided with?

  • It did! And I figured out what was happening!

    A dialogue box pops up asking if I -really- want to delete the object, along with a checkbox to "Don't ask this question again."

    If this checkbox is checked, and you select "No", you will NEVER BE ABLE TO DELETE AN OBJECT AGAIN. It requires an uninstall/reinstall to get rid of the problem.

  • Update: I uninstalled/reinstalled construct. Problem went away. Some glitch in the install somehow?