ourotorrus's Forum Posts

  • Hello,

    I have noticed that the latest version (v0.14.5) of NW.js for Construct 2 released on 19th of May had bugs regarding the gamepad.

    The project on which I was working with NW.js v0.13.2 was working fine and since I have installed v0.14.5 the gamepad wasn't working anymore, so I went for the v0.14 which seems alright.

    scirra.com/nwjs

    Cheers

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  • Ah ok thx blackhornet, I should have think about trying this one

  • Let's say I have 40 frames I want to remove from my animation, how can I do that quickly ? (currently I right click on one and then click on remove which is quite tedious)

  • ok thank you very much !

  • Thank for your answer Prominent,

    So can I conclude from that point that it is genuinely better for optimization to have as much as possible conditions separated into their own events in order to compute them more logically ? It doesn't matter to have 50 events instead of 20 if it is to actually prevent calculating same things multiple times right

  • If you have 3 events like this :

    |Condition A

    |Condition B

    .........|Condition C : do this

    ...............................................

    .........|Condition D : do that

    Is it lighter than 2 events like this ?

    |Condition A

    |Condition B

    |Condition C : do this

    |Condition A

    |Condition B

    |Condition D : do that

    or is it strictly the same ?

  • Problem Description

    The bookmark feature is sometimes not working. When I click on "next bookmark" button nothing happens.

    I have the same issue on my laptot with windows 7.

    It happens especially often on sheets with lots of code.

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    227

  • Hey there !

    thanks to blackhornet awesome plugin I have made a very nice camera movement that bounds to areas ! you can check it in this video : youtube.com/watch

    Here are the expressions I use to make that ("Masterlayer" is the name of my main layer) :

    When the character goes IN the area :

    inset left : lerp(ViewportLeft("Masterlayer"),area.BBoxLeft-256,dt*3)

    inset right : lerp(LayoutWidth-ViewportRight("Masterlayer"),LayoutWidth-area.BBoxRight-256,dt*3)

    When the character goes OUT the area :

    inset left : lerp(Camera.ScrollToPlus.InsetLeft,MASTER.X-(WindowWidth/2),dt*3)

    inset right : lerp(Camera.ScrollToPlus.InsetRight,LayoutWidth-(MASTER.X+(WindowWidth/2)),dt*3)

  • Hello R0J0hound

    Yes, I mean a way to activate the event as soon as the trigger is triggered :

    When you pause the game in debug mode, and trigger a "on key pressed" button, it will trigger the event and if there is an animation name to change or a variable to change, it will apply those actions at once.

    Whereas with a function trigger or every else "fake triggers" such as trigger once, it will wait until the end of the current tick before applying the actions.

    My question is : is there a way to reproduce the first behavior for another object with events ?

    Also it brings me to another question :

    I wonder if that's only me but, it seems that I can't make the events such as "key is down" working in debug mode although "button is down" works with the controller events. I guess this is related as well ?

  • Hello R0J0hound

    And by the way, just curiosity but, is there any way of "simulating" a "real trigger" with events ? Like to fire an event like "on key pressed" does ?

  • You are faster than light !!

    Just tested the new feature, it works great, this is absolutely awesome

    Many thanks blackhornet

  • Actually Ashley and R0J0hound answered this already in this topic :

    I wonder if something couldn't be made in the software to give a clue about that difference that can be very important. Maybe a different color for the arrow icon for trigger conditions that are "fake triggers" ?

  • okay!

    Thank you so much R0J0hound

    well, that's very good to know that. I guess I can remove my bug topic then.

  • Problem Description

    The controller behavior and the keyboard behavior are not behaving the same way to trigger a "on pressed" event.

    The controller will trigger the event the following tick where the button has been pressed.

    The keyboard will trigger the event at the same tick where the button has been pressed.

    Attach a Capx

    we.tl/fSh5LLTTM0

    Description of Capx

    switch the animation of the sprite with keyboard or controller to compare. Launch in debug mode to make it tick by tick.

    Steps to Reproduce Bug

    step 1

    create 1 sprite with 2 animations :

    step 2

    on gamepad button pressed :

    IF sprite animation = A, set to B

    ELSE set to A

    on keyboard button pressed :

    IF sprite animation = A, set to B

    ELSE set to A

    Observed Result

    The event is not triggered during the same tick depending of which behavior is used

    Expected Result

    Both behaviors keyboard and controllers should trigger during the same tick

    Affected Browsers

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

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    227

  • Hey 99Instances2Go

    So I had this whole thing working using your way, and then I just bumped into something crazy.

    Basically I have copy pasted my thing and literally just changed the input, instead of using the controller it's using the keyboard now, for the exact same thing. But it wasn't working !!!!!!!

    I have noticed that now it's changing the name of the animation on the same tick than the tick where you press the button, but both keyboard and controller are using the "on press" trigger. And when it is with the controller it's changing the animation the tick after you actually pressed the button.

    Are the controllers and keyboard not behaving the same way ? is that a bug of Construct 2 ?

    EDIT : ok yep, I just tried it in an empty project. If you make two sprites and switch their animation on a "on press button" trigger it is not going to change at the same tick depending of keyboard or controller