MegawackyMax's Forum Posts

  • 7 posts
  • UPDATE: Please close this thread. I kept looking for a solution to my problem until I eventually found this blog post. Yeah, that's my problem right there. *sigh* So it means I won't be able to use Construct 2 properly until I don't fix this problem with my drivers, aparently; even though I updated them today.

    Ah, well. Apologies, and please close this.

    ORIGINAL POST:

    Hello. I have a problem with Construct 2, but I do not think it's a bug of the software, but of my PC. I'll explain...

    Link to .capx file (required! If link is blocked remove the http and www parts):

    No link needed.

    Steps to reproduce:

    1. Attempt to load a graphic for any element that requires one (sprites, tiled backgrounds, etc)

    Observed result:

    The image selected won't appear on the Image Editor, UNLESS I change the zoom. BUT, even if I accept the image (with or without zooming to see it properly) the resulting sprite/tiled background/etc is an empty square.

    Expected result:

    It should correctly show the loaded image at once. Or at all.

    Browsers affected:

    It's affecting Construct's Image Editor itself.

    Operating system & service pack:

    Windows 7 Ultimate 64-bit

    Construct 2 version:

    r161

    SPECIAL NOTES:

    I recently moved to a newer, more powerful computer, but this one has AMD technology (my previous PC had Nvidia). Right from the get-go, Construct 2's interface would mess up, unless I switched to Carbon or Scenic themes (any other one would mess it up).

    I've also tried re-installing the latest stable version (r158.2), in case it was a bug of the r161, but I had the same problems. I then began to research the forums, and the best I could come up with was the notion of updating my card drivers. Okay, fair enough. I gave that a try and, no luck, all the Themes but Carbon and Scenic mess the interface up, and the Image Editor is not loading images properly (or at all).

    One thing I have noticed is that if I load a previously created project, everything loads perfectly, but when I attempt to change the image of an already-loaded sprite, the Image Editor won't load it and the previous, original image remains.

    Can anyone give me a hint of what might be wrong? Thanks in advance, and apologies if I didn't follow the proper protocol, but this case was quite something.

    (Max)

  • Hi, everybody! I'm thrilled to announce I've finished my very first game with Construct 2, and it was developed for the Candy Jam against King-dot-com trademarketing the word "Candy". (you can learn more about the Jam in their main website)

    <img src="http://img.itch.io/aW1hZ2UvMTUyNC82NzM4LnBuZw==/original/CBUF4H.png" border="0">

    In the game, we control CandyMan, who is chasing after the nefarious Candy King, who has stolen all the candy (the meanie!).

    Press UP ARROW or Z KEY to jump. Avoid the crates! They knock you back and decrease your life. The Candy King will drop candy as he attempts to run away, collect those sweet treats! Every 20 candies you'll earn +1 life point (to a max of 6 points) and they will also fill up your SUGAR RUSH gauge.

    Once the gauge is full, hit SPACEBAR to unleash the SUGAR RUSH, a very handy acceleration that also gives you momentarily invincibility.

    You can play the game right from my website: CANDYMAN! (Online)

    OR, you can download the game to play as a standalone version: DOWNLOAD IT!

    If you like the game, consider rating it for the Candy Jam! Let me know what you think! :D

    (I know I should also upload it to the Scirra Arcade. I'll work on it very soon and update this post with the new links)

    (Max)

  • Thank you! :-)

    (Max)

  • Hello, everybody. Take a look at this pic:

    <img src="http://i.imgur.com/0yhGm.png" border="0">

    (Click HERE if you can't see it)

    That's a very small test file I'm using to, well, TEST stuff. I'm currently researching options to create a dialogue-like text box.

    The idea is that a pre-set text is shown letter by letter in a Text object. When "Q" is pressed, a test text is stored in a text variable ("12345") and the program is told there is new text to show (Set boolVarDialoto to 1).

    Right next is an event that activates when there is new text to show; i.e. when "Q" is pressed. The first thing it does, it toggles the "bool" value so the same main event won't repeat itself, then immediately clears the dialogue box and sets a basic "i" variable to 0. This "i" variable will be our pointer.

    Now comes the problem part. Next, there's a "Repeat" event. It will repeat as many times as characters are in the stored text, and it appends said text, one character at a time, on the displayed Text Object. This WORKS PERFECTLY. The problem is the effect.

    See, when in-game, all text is shown at once. In order to see a "one character at a time" effect, a waiting must be present betweet each letter. As you can see, I've added a WAIT action to cause such effect. IT DOESN'T WORK.

    Depending on where I place that WAIT event, things change. If I place it at the beginning of the REPEAT set of actions, it effectively waits the indicated time, but then shows the text at once; no waiting between characters.

    If I place the WAIT action between the text append action and the add value to variable action, it shows a row of "11111" instead of "12345". And of course, no waiting between characters.

    Lastly, if I place the WAIT action last, there is no waiting at all, but the text shows "12345" as it should.

    Is there a bug with the WAIT action? Is it my Chrome Browser? I'd appreciate suggestions on the nature of this annoying issue as well as suggestions on how to improve my string-tied design.

    Thanks in advance!

    (Max)

  • Did you try the condition "On destroyed"? And then an action that creates the debris on this position.

    For instance, On flyingstone destroyed -> create object stonedebris on flyingstone x and y.

    That way it will work every time that object is destroyed on other events.

    Also, on destroyed is a trigger condition so it has to be the first condition.

    Ah, I haven't thought of the On Destroyed condition! Thanks, that worked way better than my method! :-)

    Thank you, everyone else! You've given me many nice ideas and good advice. :-)

    (Max)

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  • Thank you for the answers. Yes, I know Construct 2 pick the specific objects involved in a condition (fur instance, if a thousand bullets are on screen, only the one that actually hits the target is recognized in a OnCollision event) and yes, I've read How Event Works, but my question is a bit more specific.

    I'll just explain it with a screencap of my game. Here, take a look: CLICK HERE TO SEE THE SCREENCAP

    What you see there is the basic setting for my game. The goal is to outrun and survive an angry mob chasing our main characters. In the screen you can see two of the main hazzards of the game: boulders on the floor and proyectile stones flying from the mob.

    Both the boulders and the stones are inside the same "Hazzards" Family, so I can save code when it comes to hit detection. So far, so good; the game does recognize the elements in the Family as a whole and my characters do get properly hit when in contact of any of them.

    Here's the thing I want to do: when a flying stone hits a character, it should smash into bits.

    So, is there any way for Construct 2 to recognize a specific member of a Family? It would go like this:

    1) Is Family.Hazzard colliding with Player?

    If so...

    2) Is colliding Family.Hazzard object FlyingStone?

    If so...

    3) Destroy FlyingStone and create FlyingStoneDebris on its last shown position.

    Then...

    4) Player gets hurt (lowers energy).

    The part in BOLD is the one I am asking about. I have worked around it by asking, after a collision with the family is made, if there is a FlyingStone colliding, in which case it gets efficiently shattered on command, but it would be nice if we could just have a command that returns the name of the Family member in question.

    For instance:

    IF Family.Member is (object) THEN ...

    I think I'm over-complicating my explanations... Sorry for that, guys. :-/

    (Max)

  • Greetings, Forum. My first post here. I'll explain my problem as clearly as possible:

    I have a Family for enemies in my game, so the collision with the main player can be coded so much easily. My question is: is there any way for the program to recognize which individual in the Family collided?

    For instance, say I have the family "Bullets" with three individuals: Normal Bullet, Fire Bullet and Ice Bullet. I want a different death animation when hit by a specific bullet.

    So, can Construct 2 recognize individuals? Like, "If collision with (Bullet.Family) then (Which.Individual) then (Act.Accordingly)"

    I hope the explanation made sense... Thanks in advance!

    (Max)

  • 7 posts