Jase00's Forum Posts

  • It would be a simple fix I reckon. Add a new event sheet called "Player Control", put your group in there, then wherever you need your "Player Control" group pasted, just include the event sheet instead of pasting the group. Don't you ever find yourself editing each group when you decide to update the Player Control events? Doing this method causes you to only have to edit the events once :P

    I used to come from a similar background of copypasting stuff like that, but trust me, once you adapt to this, you'll never want to go back!

  • Before the action "Set time scale to 1.0", put a "Wait 0" action. :)

  • Well, say for example you're using the animation "Attack", in which, you have events prepared for damaging, such as;

    On Collisions Player + Enemy

    +Is "Attack" animation playing

    +Is Frame 5 playing

    • Do damage

    Then making "Cancelling" would be a breeze! Simply detect the jump ("Has Space key been pressed?", "On Jump" in platform behaviour), set animation to "Jump", thus cancelling the rest of the Attack animation!

  • The "bumped off construct server" thing happens a lot around here, I've grown used to it :P

    And well, you don't need to install any software for Dropbox, googledrive, ect. Signing up for one and using their web services, you can upload a file and get a link. (I use dropbox, you could sign up for that, login on their website, go into your "Public" folder, upload a file, then right click the file to get a "Public link".) :)

  • Maybe it's the web browser you are previewing in, trying to create the right-click menu. Try previewing in a different browser :P

  • Oh, I see what the problem is now! I tried the Alt code (Alt+013) for newline directly in the editor but that didn't work. I don't think this will really be rectifiable.

    If I had to give a piece of advice when working with large amounts of text, it would be to write it all in a .txt and load it into the "Files" section of your project and call on it when you need to read text (I haven't really done this before, but Ashley has advised it on people before when handling text)

    Either that, or have a ' Start Of Layout> Set Variable 1 to "firstline"&newline&"secondline" '.

    Hope I was of help!

  • I'm not sure what outcome you are getting, but looking at the first post, Variable2 would be correct. If you're outcome is that you are only seeing "first line" with no second line, then you should try resizing your Text objects' height in the layout editor or in an event!

  • Do it via numbers! All layers automatically get assigned a number. (Create on layer 0 for the topmost i think) :)

  • mindfaQ

    Very true! Though having Youtube makes pretty much everything available to listen to for free :P

    Kyatric

    Nice playlist! I recognise a lot of the music you have in it, nice variety of different genres too! I grinned when I saw "The Beach - All Saints - Pure Shores" amongst all of the other music, I like the song, but it feels out of place with all the other music <img src="smileys/smiley36.gif" border="0" align="middle" />

    Your channels recent activity mentions Dan Bull. Not sure if you listen to him as much, but I'm a fan of him myself! I don't find myself listening to his music whilst developing though, I feel that rap music makes it more difficult to concentrate with short-term memory stuff, but hey that's just me :P

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  • mindfaQ

    Haha I listen to Portal 2 soundtrack aswell! Very satisfying to listen to when trying to concentrate :P

    Beaverlicious

    I like NOFX and Pennywise too! Do you listen to "Social Distortion" or "Bad Religion"? I discovered NOFX and Pennywise through them :P

  • Huzzah! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Katala , Haha you beat the high score, I only had 900,000 files at most! Glad I could be of use :P

    , I assume you went into the correct AppData folder, though I believe this file overload thing is only if you preview with Node-Webkit a lot. Perhaps you're using another browser :P The "Project Name" folder like in my first posts screenshot has the "Local Storage" folder, so if you didn't have this cache folder, you're Local Storage data in Node-Webkit wouldn't exist :P

    Ashley I'll try to be as thorough as possible :)

    It's when I'm previewing a single project multiple times, literally every time I hit the Preview button, it's creating files that won't get deleted. I'm currently looking into when it happens, and I've come to the conclusion that this all only happens when you're previewing a .caproj (NOT a .capx). I've explored my appdata folder, I can find only projects that are .caproj (I don't see any folders for the times I previewed bug tests and whatnot)

    And GOOD NEWS! Projects exported in Node-Webkit don't even create a "Cache" folder at all it appears! (Other files appeared in the appdata/projectname folder, such as a file called "lockfile", but nothing about the dreaded cache folder)

    Further investigation just to see how bad the damage is, is that upon previewing my game (which is a pretty busy game, but only "Approx.Download: 6.9mb, memory use: 14.2mb), the Cache folder will generate 2,063 files at startup, and will increase as other things load dynamically like sounds. It's got to 4,193 files from one single preview.

    Now here's where I my research becomes useless- I close the Node-Webkit preview, and the files remain there, and upon previewing again, it will randomly either reset back to 2,063 files, or it will continue adding on and get up to 8,000 files (and further). I don't really know what else to analyse after this lol.

    Hope this was of use!

  • Yes, this annoys me like crazy! I posted about it before, but nobody seems to be having a similar problem. It's a bugger to remove the cache on my computer.

    scirra.com/forum/oversized-appdata-cache_topic76886.html

  • Ashley

    Hah yeah looks like your right, instead of using "Set Y" and using impulse to push it upwards, it works fine! However, and I'm guessing this is just a physics limtiation, but upon adding another object (and a few "ForEach" actions), it seems that all objects will copy the last objects collisions. Capx

    Out of curiosity, howcome the physics behaviour allows you to disable collision from individual objects, whilst the general collision for sprites only allows ALL collisions to be enabled or disabled?

    I've come across 2 different scenarios where fine control over collision would be really useful, one involving regular collisions, and one for physics collision.

    1. Jump thru + physics. My platformer game has objects scattered around with physics behaviour that can be thrown about. The game is working very well (fully aware we should never combine physics+platformer behaviour :P), but if there is a Jumpthru platform (which would have immovable physics behaviour on it), the object wouldn't be able to go through the platform as it's travelling up. Having control over the collisions would allow me to disable collisions with jumpthrus whilst the object is travelling upwards, and enable them when travelling downwards!

    2. Portal style game. One major important thing would be disabling collisions with walls/floors as one is overlapping a portal, but not disabling all collisions as there needs to be a small amount of collision on the edges of the portals (Otherwise when you overlap a portal, you'll just fall). I ended up making a platformer engine with JUST physics to try and make this miniature portal game, and the collisions were crazy and seemed very unpredictable. I should have kept that capx but gave up and didn't save it :P

  • I apologise if this has already been reported or is just a known problem with no fix, but it's popped up in three different cases for me, and it's reproducible. :P

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/BugPhysicsEnableDisable.capx

    Steps to reproduce:

    1. Open Capx.

    2. Watch as the blue square falls through the top platform.

    3. Click "Set Y to 0" to move Blue square back to top

    4. Watch as the blue square now lands on the top platform (should fall again)

    (I tried Trigger once, and foreach loops, all give the same result as this)

    Observed result:

    After moving the square back up, it will always land on the top platform

    Expected result:

    Blue square should ALWAYS fall through the top platform and land on the bottom.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: no

    Node-Webkit: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r150