Horrendous Games's Forum Posts

  • That worked just fine! Although when he mentioned that the show window function works just fine, I didn't for me. It might have worked for an earlier version maybe?

  • My solution was to add a backdrop to the GUI, it can be invisible. But once the mouse rolls over it, it sets a value to 1. When you click anywhere off of that and the value is set to 1, then it hides the window, shows the window then brings it to front. I assume you could also minimize then restore the window, either way theres going to be an obnoxious flash. In your case, you can always just change the "click anywhere off of that" to press any key. It might not be the best way to do it, but it's the only way I've been able to get it to work without running into a broken command. Perhaps someone else might be able to use this knowledge to come up with a better solution.

  • That's great man, hope everything goes well.

  • You're most likely getting the same Issue as I am here. Your sprite isn't freezing, but the checkbox is stealing focus, so no keys will work.

    EDIT: I noticed that after clicking the box, then clicking out of the window, then clicking back in, it restored focus to the keys. Perhaps with the window object and a specific event, you'd be able to do some tricks to refocus the window to it's proper state.

  • http://dl.dropbox.com/u/16909290/mariosonic2.cap

    Basically I just created a new event sheet, and used some of your code in that, and organized it a bit. A few other things that I did was I got rid of your RunLeft/Right variables (I left them there, in case you wanted to compare) and replaced them with the [platform].VectorX command, which is essentially the same (below 0 for left, above 0 for right). The other command I put in for general speed was [platform].speed, for running.

    You had a few bits of redundant code that I cleaned up a bit too, no sense having extra commands that do the same thing, but it's cool, you're learning.

    for the turning, basically it says if the player's speed is going towards the left or right and the player is holding the opposite direction, it will play the turning animation.

    For the duck, you had it right, just say when you are ducking "ignore movement" and on one of your always events throw in the "stop ignoring movement".

    For the jumps, basically a sub event in the "when player is jumping" is "when space is not held - set vertical speed to 0". It feels a bit triangular, but I'll let you play around with it so you can get it to feel right.

    Hope this helps! If you need me to explain any further, let me know.

  • For sharing files, Dropbox is quite popular nowadays

    http://db.tt/disf1X1

    If you use that link to sign up you'll start with 2.25GB's rather than just 2GB, plus I get an extra 250MB, so it's all good.

    But yeah, 2.25GB and no upload limit, that's the way to go, plus once it's installed, all you need to do to share something quick is drag and drop the file into your public dropbox folder, then right click, hit dropbox then copy public link.

    EDIT: In other words, it'd be a lot easier to help if I can see what you're doing then direct from there.

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  • I seem to be having an issue. I have an edit box on my layout that dictates a certain value. Anytime I click that edit box, it keeps focus, not matter what I do. The focus off command does not seem to work, at least for the mouse it self. I can use the left/right mouse buttons just fine, but once I click on the edit box or a command passes that says focus off, it stops working. Any ideas?

    Here's the .cap

    http://dl.dropbox.com/u/16909290/editorTest.cap

  • I am attending the Downers Grove, IL location. Should be a good time.

  • I'm having a hard time with collision masks. I can't tell why, but when editing the mask I often end up with having no mask at all, if I try to copy one to all frames. I needed to edit the collision mask, because there are areas that shouldn't collide (e.g. long hair). I finally went back to the old method^^

    I had the same problem. The other issue I was having if I had frames with different sizes and shapes, the size of that collision mask had to be the same and I'd have to set it for each frame, and I'm not going to do that for 1200 frames across several objects. If anything, the collision mask should be treated as a separate animation, and if the collision mask changes (which shouldn't happen often or ever) you could simply tell those different frames or animations to reference a different collision mask. Don't get me wrong it is an excellent idea, it just needs some work.

  • the int() was the issue. without that, it thought the number was text, even though it was showing a number.

    I am really glad because I was attempting to recreate this in MMF2, and while i had the animation engine perfect, creating something like an 8 directions movement is just trouble. Sorry for getting so frustrated everyone, and thanks for the help, I really appreciate it. So if anyone else has an issue like this (using mixed arrays), just tell them to convert just to be sure.

    [quote:1x95mh6c]This isn't true. The fact that you use whole numbers doesn't make them integers. All numbers in Construct are always floats, and floats can get imprecise even when just calculating with whole numbers. That's due to the structure of floats.

    That's what I meant, I just was an idiot with my terms.

  • it never has anything to do with floats, it's always an integer. The other thing I just thought of is that the array contains both strings and numbers. I know in MMF2 you have to choose either of the two (I usually choose text and just convert any values). Does a construct array have any of those restrictions? It still would be very odd that it would still return the correct value. Other than that, I'm stumped.

  • Yes, I do know that.

    Basically, when that first value reaches zero, and that second value hasn't passed a certain value, then it resets the first value and adds one to the second value. Basically, it adds to a counter with a variable speed.

    I was able to grab data from it too, but the data is useless. For instance, I place the number 284 into the array, load it into construct and it clearly says "yeah, I got 284" but it doesn't register that it is 284. If I simply just plug in 284 or place another variable that doesn't draw it's value from an array, then it functions perfectly fine, the first value counts down and when it reaches 0 it adds one to the second value and repeats until that second value equals 284.

  • <img src="http://dl.dropbox.com/u/16909290/ss.png">

    It's not an interfering piece of code, simply because there is not other code. All I want to do is grab a value from an array. It grabs the value, I can clearly see in the debug and if I input it to a string that it is the correct number, and that the other number is lower than it. But it just seems that anything grabbed from an array is rendered useless.

  • Alright, I'm almost just about to give up on construct. There are a lot of neat features, but there are some basic logical aspects that are just plain broken. I'm probably going to have to come back when it gets its crap together. Anyways, I wonder if anyone can shed some light on this issue and perhaps save the day.

    I've got an array filled with values. I can load the file and load in the variables, and it's just fine, the correct numbers always come up, and it's spot on. I have an event that says "when a value is equal to zero" and "when a value is less than a value on an array" then it does stuff.

    It doesn't. I tried changing the "when a value is less than a value on an array" to "when a value is less than a value (which is the exact same number that comes up with the array)" and it works. I tried loading the value on the array to a separate value, and that still doesn't work. The event will not run.

    This engine took me 15 minutes to write, test and perfect in MMF2, I've been working on this same simple concept in Construct for an entire week. It literally consists of 8 lines of code. The only reason I would keep at Construct is the fact that I can make a product that is visually superior with "less effort", but really there are some neat features in Construct that require little effort, but there defiantly are still a few things that really need work, and I'd say they are pretty important. So I'll give it one more chance.

  • You sir, are a wizard. You have no idea how many children you have just saved with your heroics, and I take back everything I may or may not have said about your mother. If god weren't imaginary, I'd imagine he'd be something like you.

    EDIT: It works just fine. For the sake of readability, I added a quick feature that allowed the user to enter the screen size, so if the user had trouble reading the array blocks when many are present. Another idea I had was to alternate the color of each line, but I couldn't figure it out. My only other gripe was that an item set to blank sets back to zero if it's reloaded, but other than that you did awesome.