SullyTheStrange's Forum Posts

  • Well, I tried it out, but it didn't seem to have any effect... What browser are you using? Maybe that makes a difference.

  • D... delete them? <img src="smileys/smiley18.gif" border="0" align="middle" /> But I have so many... and I'd have to re-do so many events! Aggghhh. If that's the only way, I guess I'll just have to grin and bear it.

    Thanks for the workaround, even if I completely despise it. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Well, that doesn't eliminate it completely, but it's definitely a lot better. I had to run through all the animations and have a Wait action between each one for 0.01 seconds -- for some reason it didn't work at all without that.

  • I'm having a similar problem to my previous topic, minus the teleporting...

    db.tt/61FvHuSV

    The first one or two times each animation happens, it seems to flicker for a frame. After that, there isn't a problem. You can see it by running back and forth -- after a second you won't see any flickering. Then you can jump into the ? block, get the mushroom and become Super Mario, and the problem's back again for a few seconds since Super Mario has new animations.

    I don't expect anyone to sift through my code, but if you want to take a look, all of his animations are set in the Mario event sheet, towards the bottom under the "Animations" comment.

    I'm starting to suspect it might be something to do with my graphics card... [:\]

  • Ohhhh man, I'd LOVE to do this. But between the game I'm already making and schoolwork... <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I was asking about in the editor, not the browser -- and it seems the ol' download/reinstall combo took care of it. Yay giant numbers! <img src="smileys/smiley4.gif" border="0" align="middle" />

    Thanks for the quick response!

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  • Unless I'm horribly misunderstanding things, it seems you can't really store a number larger than 999,999 -- after that, it starts rounding and using scientific notation. Now, I know the way most people use variables won't have it get that high anyway, but it'd be nice to have the option.

    That, and my attempt to make old-school style gigantic high scores has been foiled. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Hah, sweet. Thank YOU for the fix! I'll await the next release with baited breath!

  • Right, sorry -- Mario's Set position to event is the second event of the Mario event sheet, I think. If you mean something else I might have to go check.

    Even if it was taking too long to update... why would it teleport to 0,0? Wouldn't it just stay where it was for an extra tick until it can update properly? It's a simple "Every tick" event, so I don't see what else could be keeping it from updating. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I agree that adding a feature like this, plug-in or official, would be extremely awesome. There's a small part of my 2D game I wanted to do using a similar technique back when I was still working with CC, but C2 doesn't have that quite yet. <img src="smileys/smiley6.gif" border="0" align="middle" />

  • Here's my cap:

    db.tt/61FvHuSV

    I had a camera system, but disabled it so one thing would become obvious: whenever you enter a new animation (or not -- see edit at the bottom), the sprite assigned to the invisible platform object teleports to 0,0 for a single tick. That little number in the top left increments every time the sprite's X is less than 20 -- if you walk around for a few seconds, you'll see it go up pretty quick.

    The thing is, it WON'T increment if you're testing the actual platform object's X value, meaning the problem must lie within the event setting the sprite's position to the object. It's a simple "Every tick" event, and absolutely no where else do I change the sprite's position. I'm led to believe it might be a bug or something, but I can't be sure.

    EDIT: I disabled ALL the event sheets other than 1-1 and Mario and the problem persists, so you don't have to look in any others. Actually, I just disabled all the animations and it STILL happens, so the problem isn't even in changing animations. I'm stumped.

  • Perfect, thanks a million. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I know that loopindex is the index of the loop you're using, and I'm assuming in the case of nested loops it's the index of the nested one. With that in mind, is there a way to get the index of the outer loop, other than creating a variable?

  • Yes indeed, that does seem to fix the problem. I certainly didn't think to do so, though. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Good work.

  • I found a bug with the search function. If you search for something on one event sheet, then go to another event sheet and clear the search, you'll only be able to see the results of the search when you go back to that original event sheet. Since you already cleared the search, there's nothing you can do to get it back except close and reopen the entire project(reopening the event sheet itself doesn't work).

    This is extremely easy to replicate, but here's a cap anyway with two sheets with one nonsense event each:

    dl.dropbox.com/u/19702035/bugtest.capx

    Hopefully it's not just my computer. <img src="smileys/smiley5.gif" border="0" align="middle" />