SullyTheStrange's Forum Posts

  • Alrighty, so you might be familiar with ? blocks in Mario games -- you jump up and hit them from the bottom and either an item or a coin comes out. I had to use the Pick closest condition to make sure only the block you hit is activated, and that worked fine.

    But then I realized, it still has to work if you're standing between two blocks that are right next to each other and you hit both at the same time. The Pick closest can't work, since that'll only activate one of them by definition, but I don't know what else to do. I reworked it to not use the Pick closest, since I apparently only needed that since I set up the collision condition wrong, but it still won't work for two. They both do the little bounce from being hit, but only one coin comes out of one block.

    Here's a screenshot of the two events involved in this:

    http://oi53.tinypic.com/54ucd3.jpg

    (It occurred to me that it might be creating two coins like it should, but at the same position so that it only LOOKS like there's one, but I confirmed that that's not the case in debug. Only one coin is being created.)

    Suggestions?

  • I haven't used text too extensively, but it sounds like you might need an array for that. Store each letter separately and then check the last position for a y, that shouldn't be too difficult. But then again, I haven't used arrays either.

  • Is that what you're putting in the condition, exactly? Because "filename.wav" is just a placeholder. You're supposed to replace it with the name of the file you want to play, and that file has to be in the same folder(or under) the folder the game is in. That's what "AppPath" means, the path to the location of the game's file.

    Say, in your game folder, you have another folder called Sound Effects, and a sound called Jump that you want to play. Then you would have to say, "XAudio2: Autoplay file AppPath & "Sound Effects/jump.wav" " in order for it to work properly.

    Let me know if you didn't quite get it, I'll try to reword it as best I can. Don't worry, though, it confused me when I first started using it, too.

  • When I tried using them recently, the only way I could get them to work was by setting the animation to the main animation first, and THEN the sub-animation. So if you wanted to use a "Fast Walk" under the "Walk" animation, you had to do this:

    Set animation to "Walk"

    Set animation to "Fast Walk"

    Maybe I was just doing it wrong, but if I tried to set it to Fast Walk first, it wouldn't work at all.

  • Well that's an odd bug... Thanks for pointing it out, there's no way I would've found it on my own. I got it working now.

  • Sorry, Steven! I was so busy trying to fix this problem myself I didn't even notice your response in the other topic.

    Anyway, I've SORTA managed to isolate it, but... not exactly. There's one group of events that seems to be causing it -- when the group is disabled, the game doesn't crash. But when the events are toggled off instead of disabled, it still crashes, which makes no sense... if those events were the cause, it shouldn't crash either of those ways, right? That just leads me to believe that this is a bug rather than an actual error on my part.

    And since toggling events doesn't seem to fix it, I don't know how to isolate it further other than putting EACH event into its own group and disabling it that way. I don't think that's really worth it, though.

    And nope, no transitions.

  • Bump... Like I said, I got the error to go away by rebuilding some stuff, but it came back. I could keep doing this over and over to make it go away for a few hours, but... I'd... rather not. I'll try submitting a bug report, but I'd really appreciate any responses here.

  • I don't think so... But it happens in the middle of one layout, not when changing, so would that even affect anything?

  • The debugger's getting mad at me since an event or two is referencing an object that hasn't been created yet. Normally, that's not an issue -- just click "OK" when the message pops up and be on your way. But the screen goes completely white after that, and, well... that makes debugging rather difficult.

    Apparently I can "fix" that by walking around blindly until I get killed; when the layout restarts, it doesn't happen again. But as you'd imagine, that's an annoying step that really shouldn't have to be there.

    Any ideas?

    EDIT: This also happens sometimes upon dying and restarting the layout, not in debug mode. And no transitions are being used.

  • EDIT: I'm rebuilding the stuff I changed with an earlier version, and it seems to be working so far. Even so, it'd be awesome if someone could help me find out what was wrong in case this happens again.

    EDIT 2: Lo and behold... it has returned.

    First of all, I have no idea what that means. All I know is that my game crashes whenever it tries to restart the layout, but works perfectly up until then. This started happening when I was re-arranging events on Mario's main movement event sheet into groups, but I don't see how any of it could cause a problem like this...

    It's probably not a problem that re-installing would fix, since older versions of the game run fine. If this was Construct's fault, I'm assuming they'd all be affected, right?

    Normally, I hate posting caps since my project's getting too big for me to just ask people to look through the whole thing, but this is kind of... a big problem.

    http://db.tt/eL53VvA

    Since I've been organizing stuff(which apparently caused the problem in the first place!) it should hopefully be easy to find your way around. Thanks in advance to anyone who tries to help me.

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  • I've tried searching for this and the only things I can find are people asking how to use them.

    The idea is perfect for what I want to do, but I have no idea how to get started with it. I've already got around forty animations for my main character and that number's only going up from here -- organizing this mess would be so much easier if Mario could have sub-animations for walking with every power-up instead of individual ones for each.

    EDIT: I think I might've got it. Tell me if this sounds right: Mario's generic walking animation is called "Walking", and small Mario's is called "SmallWalk". If SmallWalk is a subanimation of Walking, then to trigger it I have to set the animation to Walking, and then check if he's small Mario, and if he is, THEN set it to SmallWalk. It seems to be working so far, but I don't want to go through all of it to find out I've got it all wrong.

  • On the main character, there's an option called "Center view on me" in its attributes. Maybe you unselected it by accident?

  • If you are using 0.99.97 you could use the Add/Remove Attribute action to enable/disable "Solid" or "Platform".

    Hah, awesome. I tried searching for that and found an old post that said it wasn't possible to remove it during runtime. Silly me assumed that was still the case. Thanks.

  • You could try to switch the collision modes for the standing platforms to off when the character is upside down.And when he is right side up then switch it back on again.

    I literally tried to do that five seconds before I saw your post, but as far as I can see you can't change the collision mode of a tiled background, which most of the floor platforms are. Unless I'm completely missing something here...

  • Had to play with the angles a little bit, but the negative value trick works like a charm. Thanks!

    EDIT: New problem... When I switch the gravity to up, my character should go through all the "floor" platforms (the ones you stand on when gravity is down), but he still has to be able to collide with other objects mid-air as well as the "ceiling" platforms. I can't seem to find a good way to do this...