GenkiGenga's Forum Posts

  • No worries and thanks guys. Glad to see the forum is still as friendly as it was.

  • In your example Lennaert, change the first animation (anim1) speed to 0 and the second animation (anim2) to 50 and you will see the bug.

  • The thing that might be misleading is that the default animation is not the literal default setting for the object, but rather just the name of the animation.

    In my posted cap I now have 3 of the same object all playing different animations, the speed is set for each animation separately. Since they all have their own speed it doesn't make sense that one would affect the others in any case.

  • Cheers shinkan, thanks for the confirmation. Last thing I want to do is waste Ashley's time!

  • Hey lennaert, thanks again for the response.

    You can have copies running different animations though. That doesn't explain why it doesn't work. Unless it is by design that when the default animation speed is set to 0 then all of the animations within are set to 0 automatically, which doesn't really make sense to me.

    I have updated the example to show another instance running another animation at a different speed. It still works, all as long as the default animation is set to at least 1.

  • Ah Your right, thanks Lennaert. My mistake.

  • Problem Description

    The default animation is affecting the other animations in the object. Specifically when the speed of the default animation is set to 0, the other animations in the object wont run.

    Attach a Capx

    https://db.tt/5RGtgUIY

    Description of Capx

    The cap.x has two of the same object. One is set to the default and the other to an animation.

    Steps to Reproduce Bug

    • Step 1 Open cap, run and notice the animation working.
    • Step 2 Change the speed of the default animation to 0 and notice it stops.

    Observed Result

    Unless the default animation has a speed of 1 or greater the other animations in the object will not play even though they have their own speed set in the animations properties.

    Expected Result

    That the default animation speed wont affect other animations in the object.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7 64bit

    Construct 2 Version ID

    v163

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  • Problem Description

    Since updating Fullscreen setting Scale Outer is not working properly when you resize the screen.

    Attach a Capx

    https://db.tt/Jg6xmLS7

    Description of Capx

    Simple capx with 2 boxes on the screen. The top box disappears altogether.

    Steps to Reproduce Bug

    • Step 1 open capx and launch the game into a windowed browser.
    • Step 2 grab the bottom right corner of the browser and resize the window from a small box back to the original size a couple of times.

    Observed Result

    Screen should now be missing the upper box.

    Expected Result

    Screen should resize and still show all screen elements.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    windows 7 64bit

    Construct 2 Version ID

    Stable 163

  • Hey Slzr, sorry for the late reply mate.

    Did you end up getting it figured out? If not, there are some great old examples from rojohound on how he made turrets fire before the official turret behaviour.

    Basically you give your firing object a cooldown variable. When you fire you set the variable to whatever you like and add a condition to the firing event that checks if the time is greater than 0.

    The new timer behaviour should help with that.

  • Thanks Rojo, that unit separation method is really helpful.

    You are a champion.

  • Thanks for the input jayderyu , OlivierC

    I also have multiple event sheets with events arranged into groups so its not hard to find what I want - its just the time it takes to scroll through, close subfolders, open subfolders etc.

    Say for example you have 10+ main folders with 20 sub folders in each. You want to get to a specific folder called 'Unit Orders'. You could scroll through but it would be much quicker to be able to type 'Unit orders' in the search box, then clear it and be right right where you want to be.

    Maybe for the sake of simplicity it would be better to auto scroll to the top for some users when they clear the search, in this case the go to event would work wonders.

  • I have another idea.

    <img src="https://dl.dropboxusercontent.com/u/13312935/UIGoToButton.png" border="0">

    https://db.tt/TjXMNMKE

    Surely there are others making big games that could see the benefit in this? If not, how are you currently navigating through your event sheets? Maybe I am missing something.

    Bookmarks are a possible workaround but still I feel it adds an unnecessary amount of steps to the flow.

    Thoughts?

  • I thought the question was if there was a way to create a complex or event. Sorry if I gave you the wrong idea Wertle, that's what I meant about adding more sub events to it.

  • Its looking good Jase. Seems like you have some fun mechanics.

    All the sound effects are great, the music is pretty epic too.

  • No worries iikii, its safe enough.