rythom's Forum Posts

  • In my in-progress top-down shooter I'm experiencing an issue where only one on-screen enemy shoots at a time. When there's just one it's no trouble, but try triggering multiple enemies at once. They'll all chase you, but only one will be shooting at you!

    Here's the shooting event:

    <img src="https://dl.dropboxusercontent.com/u/15273408/EnemyShooting2.png" border="0" />

    Here's the .capx:

    dl.dropboxusercontent.com/u/15273408/SingleEnemyFire.capx

    Thanks in advance!! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I'm also experiencing a bug when a new dialogue trigger is activated, the previous line of dialogue appears for a split-second before the new one takes its place. Not life-threatening, just...clunky. Can you see an area in the program where my "order of operations" isn't correct and could be causing this?

  • Ahh, that would do it! Next time I'll work with my columns spread a little wider open so I can, ya know, actually read them. Thank you!!

    Any idea on the inconsistent triggering of the first 2 dialogue triggers?

    Thank you so much for your kind words! This is my 3rd iteration of this type of game, and I have a good feeling about it this time :)

  • Thanks for taking a look, Tekniko!

    I put in the Every Tick to try and stabilize the response from the triggers. I figured if I had the game checking for the overlap every tick it might not miss it, as it sometimes seems to do.

    Good call on the bullet placement! Will the collisions still work even though the bullets and enemies are on different layers?

    And yeah - the dialogue box issue seems random, doesn't it? Try the other dialogue trigger on the north-end of the level near the tunnel. I've never been able to get that one to fire.

  • Hey gang,

    I'm creating a hybrid twin-stick shooter/RPG and am running into a problem with my dialogue box system.

    <img src="https://dl.dropboxusercontent.com/u/15273408/DialogueMode.png" border="0" />

    I have a global variable called "Dialogue Mode" that, when set to "1" it sets the dialogue GUI elements to visible, freezes control, and enables the activation of the "Dialogue Triggers"...

    <img src="https://dl.dropboxusercontent.com/u/15273408/DialogueTriggers.png" border="0" />

    ...individual sprite objects that when overlapping with the Player, call a specific "Dialogue Step" to be displayed in the GUI.

    The thing is...the Dialogue Triggers don't always fire! It doesn't seem to matter if I move the character into them quickly, abruptly or smoothly - they don't trigger consistently. Also, as you'll see in the .capx, DialogueTrigger 3 and 4 don't work at all, yet have the same functionality as Triggers 1 and 2.

    Banging my head against the wall - help!

    Download .capx file here: dl.dropboxusercontent.com/u/15273408/DialogueTroubles.capx

  • Create a variable Altitude and every tick set it to round(abs(object.y-StartY))de

    What does the "de" do? Construct 2 is throwing and error when I type that in.

  • I will try both those options - thank you very much!

    The calculation just needs to be a simple arbitrary number: X meters off the ground.

  • I'm making a puzzle game where the player manipulates a see-saw to fling an object into a goal.

    I would like to have an on-screen altitude readout showing a constant readout of the object's current altitude.

    How should I write the event to calculate this?

  • Nevermind! I figured it out!

    I had duplicated the player object to create a new enemy...thus also duplicating it's "Scroll To" behavior. The game was fighting over which character to point the camera on, so it picked the point in the middle.

  • In an effort to troubleshoot the problem, I moved the character sprite to the location in the level that was shown when I played. This time, it doesn't show the same area - its further down the level - but the game plays fine...its just that the camera is way off. What switch do I have flipped that I shouldn't?

  • I fired up my current platformer project today, added a few things to it, went to run it and found the layout loaded in a completely strange area, about in the middle of the level, far from the player sprite. I have an "every tick scroll to player" action as well. Any idea what's going on??

  • Yes, loop is off, but adding the "Trigger Once" condition fixed everything!

    Thank you all so much for your contributions! With your help I might just figure out this game making thing <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It looks like it's only playing once. I have the sounds playing on specific animation frames.

  • I've actually only tested this on Chrome and the sound is giving me this issue.

    Additionally, I can't seem to get it to preview in Firefox, even if I set it as the default browser in Preferences.

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  • I'm making an endless runner game with an accelerating heartbeat sound effect that speeds up as your character runs faster.

    I'm running into audio quality issues with my sound effect, though. The beat sounds deflated and "blown out" when I preview the game, even though the .wav, .ogg, and .m4a files all sound perfect when played from Windows and the Construct browser. I have tried lowering the volume on the sound effects, but it still plays distorted.

    Any ideas as to why this is happening?