JayH's Forum Posts

  • Problem Description

    Animation Frames Window Right-Click Options Partially Greyed Out Options

    Attach a Capx

    https://db.tt/vm10vj3JPO

    Description of Capx

    When trying to set Animation Frames, the Right-Click Menu has these options Greyed Out :

    Add Frames, Duplicate Frames, Reverse Frames

    Steps to Reproduce Bug

      1) Import/Open Sprite into Image Edit Window 2) Try to Set Animation Frames by Right-Clicking in the Animation Frames Window

    Observed Result

    Text in the menu is Greyed Out

    Expected Result

    The Text not to be Greyed out and be Black or Dark

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 10 64bit, Latest MS Updates as of 13/05/2018

    Construct 2 Version ID

    258

  • Problem Description

    Setting up Animations for sprites using the Animation Window, when you Right-Click to bring up the Options, all Options are greyed out. But oddly they are still selectable - through me to begin with.

    Attach a Capx

    https://db.tt/vm10vj3JPO

    Description of Capx

    This is just the beginning of a tutorial for a 2D Pixel Platform game, nothing elaborate.

    Steps to Reproduce Bug

      1) Click Layout Screen and Select Sprite From Window Objects 2) Import/Open a Sprite Sheet .png 3) Click the Animations Window to attempt to edit. 4) Right-Click to open Options Menu 5) All Text is Greyed out, but still selectable.

    Observed Result

    Animations Window Right-Click Menu Greyed Out

    Expected Result

    Right Click Menu text to be dark/black, not Greyed Out

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 10, 64Bit Latest MS Updates of 13/05/2018 (Not relevant)

    Construct 2 Version ID

    Release 258

  • I was on the right track, I knew it was going to be simple.

    I have a Global Variable 'Beat_Timer'

    I trigger the Event with 'Every X Seconds' (using Beat_Timer)

    Then in the Event I just added the beat sound effect 1

    Wait Beat_Timer

    I added another Event for the beat sound effect 2

    Using System I subtracted a small amount from Beat_Timer

    That was it! The problem I had originally was that I had used another Wait after the last sound effect thus putting it all out of sync.

    Anyway, thanks.

  • Thanks, no not exactly what I was looking for.

    The best similar example to explain would be to say Atari Asteriods beat. That's exactly what I'm looking for.

    Broken down in my head...

    Timer_vairable = amount of seconds

    Trigger started by Timer_vairable for Event that plays two different sounds each seperate by Timer_vairable

    Reduce Timer_vairable by an amount

    But what kind of trigger can start an Event and also be used like a Wait to place between two playing sounds?

    There has to be something obvious I'm missing.

  • Hi,

    This is a bit of a head scratcher (for me at least), it appeared simple at first, but then I became steadily stumped!

    A beating heart sound, two sound samples played apart, but gradually playing slight faster over a few minutes - the samples stay the same length, just the time between them needs changing and the trigger.

    But the issue is that the Event has to be in sync at the same time, decreasing with the spacing of the heart beat samples, otherwise, you get the two beats close together, but the Event ends up too slow or fast starting them playing the next time around. Maybe I'm doing it all wrong, and there's an obvious way and I'm not thinking logically.

    Jay.

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  • Hi,

    I've no problem setting up an XBOX 360 Controller, but I bought some USB Snes type controllers the other day hoping to use them in Construct 2 for a bit of a retro feel, but I've ran into a hitch. I can't seem to get the D-Pad to work correctly. I can get some directions working, but others seem to have a mind of their own. Maybe I'm implementing them wrong.

    I know the pads are working ok, they both output the correct values in Windows 10 Controller Config - the hat of the D-Pad moves as it should etc. there's also very little info in the Construct 2 manual on alternate gamepads.

    Any ideas guys?

    Update...

    After some further testing it seems that the Left and Right (Y Axis) is detected, <-1 for Left and >1 for Right. The Up and Down (X Axis) doesn't appear to change when used. I tested the controller until I found a number where nothing happened when the controller was centered, this odd number was 329. But testing higher or lower doesn't seem to be detected, leading me to assume that Construct 2 doesn't detect the X Axis of the Gamepad sadly.

    Guess I'll have to return them, as they aren't going to be much use.

  • Hi Laurence,

    Thanks for your reply. I'm still a little unclear on the fade-out part. I don't have any issue with the Fade-in, just out.

    Any chance of a screenshot of your Event Sheet please?

    The Fade-out is being triggered for both death (and reload Layout), and to finish the level too as you mentioned.

    Thanks, Jay.

  • Hi,

    I trying to fade a game from black to clear using a sprite to cover the layout. There is a behavior to use on a sprite "Fade", which works well for fading-in, but there doesn't appear to be an option for it to reverse and fade-out sadly.

    I came across this tutorial on YouTube:

    Which uses a Function to change the sprites opacity. Again it works well at allowing a fade-in transition, but trying to reverse it the way it is suggested in the tutorial doesn't work. I'm probably missing something daft, but I'm not sure what it is.

    Obviously the fade-out is setting the opacity of the sprite that is covering the layout to gradually become more transparent, but I obviously don't get the method that is used in the tutorial very well.

    One other issue, least it may be is whether I should "Destroy" the sprite when it's not in use to save resources. It is large as it covers the entire level, but maybe because it is essentially invisible it doesn't matter? but I'm not sure how Construct 2 works in this area. I know how to destroy an object, but I'm not sure how to "re-enable" it when I require it - is it possible?

    Thanks, Jay.

  • Thanks for that help, a person of few words, but the suggestion works!

    For anyone else, the use of "On Jump" is used to play the audio effect instead - not sure why my other method didn't work, but at least this fixes the issue.

    Here's a screenshot:

    https://db.tt/ZOAAItWksy

    Jay.

  • Hi,

    I guess this is a "How do I"?, either that, or it's a bug in Construct 2 ...

    I'm making a platform game (whehey!). I'm using my own controls to create the movement. For jumping I have two conditions, one is for checking to see if the player is grounded "Is on Floor", and another that checks if "Key is Down" - logical you may assume. Especially when you only want to jump and play a jumping sound effect once.

    https://db.tt/qhLVM1jAK9

    This method works perfectly for the "Solid" Behavior as a platform etc. But when I add a "Jump Through" Behavior this method does not appear to work. 98% of the time The player can't jump when on top of the platform. Oddly as you move around the "Jump Through" platform occasionally something is released and the character jumps again, until you move left or right, then it sticks once more.

    What's happening, is there another method? Changing the keyboard condition to if "Key is Pressed" doesn't help either just in case anyone suggests it.

    It seems so simple, am I missing something?

    Cheers, Jay.

  • Thanks Laurence,

    Totally different approach to the tutorial, but it's now available in the Events to use - seems weird that it's not in the Events tab by default and that you have to add it in the Layout first. This should be added to the Construct 2 Manual.

    I doubt I would have figured it out myself without help.

    Regards, Jay.

  • Hi,

    I've just purchased Constructs 2 and I'm beginning to go through some online tutorials.

    One I've been going through is "How to make a Pixel Platformer":

    Subscribe to Construct videos now

    I'm now on Video #7, but I'm asked to add a "Function", but when I attempt to "Add an Event" and select "Function", the Icon for "Function" isn't there in the Events as suggested in the tutorial.

    From what I read online, some changes have been made to how this behaves in the last few years, but as I'm not much a of a programmer and haven't used Construct 2 before - I don't have a clue what to do instead. I'm familiar with what a function is, but how do you add one?

    Thanks a lot,

    Jay.

    The Construct Manual doesn't explain how to add a Function, it just talks about their uses.