TELLES0808's Forum Posts

  • Thank you for the tip, it's hard to understand this behavior...

    I'm placing everything in variables and checking them to avoid it again =\</p>

  • Problem Description

    I'm working in an inventory system similar to Diablo system, where the player is able to drag the item over a slot and drop it in the inventory or on an equipment slot.

    The issue happen when I check if the item was dropped over another item. I'm trying to check the bottom item and set its position to the old position.

    In this CAPX I isolated the checking events.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/470 ... _drop.capx

    Description of Capx

    This capx is designed to pick the bottom item when the user drop the one item over another;

    Steps to Reproduce Bug

    • When you pick one box, it will be placed on the layer top;
    • While dropping it will trigger a check:
    • If the item is overlapping another item, it will pick the bottom item and set the Global variable with its UID;

    Observed Result

    Nothing happened, the trigger didn't worked properly but the event happen;

    Expected Result

    Object is overlapping another object should trigger because it's true before the drop, but it's not.

    Affected Browsers

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

    Operating System and Service Pack

    Windows 10 last updates installed

    Construct 2 Version ID

    R240

  • https://www.scirra.com/tutorials

    Create a new project and search in the Templates for Sine.

  • Placeholder is an invisible sprite used pinned to the sprite animations, you can use it for everything and make all the real behaviors on it and leave the sprites to just animate against the events.

    Some useful help can be read here:

    https://www.scirra.com/tutorials/355/ma ... iple-parts

    and here:

    https://www.scirra.com/tutorials/361/un ... moke-trail

  • I avoid it by setting the same collision box for all the sprite animations in all animations, or by attaching a placeholder on the animation, while the placeholder is the real player.

  • Problem Description

    I was trying to reproduce a collision check for this topic (viewtopic.php?f=151&t=184942), when I discovered this possible issue.

    The Pick Overlapping Point is not working in some circunstancies. This is a very simplified version of my sample file.

    When the player is bellow the last platform and jump, he will fall through it, not triggering the event, also, it happen on the higher platform of the middle region when you're over the middle platform and trying to jump over the higher one.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/470 ... point.capx

    Description of Capx

    The Ground object is a solid object, disabled when the player is not touching it with his bottom point and enabled when he is touching it.

    Steps to Reproduce Bug

    • Jump trying to reach the top of one platform;
    • Walk and try another platforms;

    Observed Result

    Observe some platforms in some circunstancies not triggering the event properly;

    Expected Result

    Always when the player is overlapping the platform with his point 1 should trigger the event to turn the platform a solid, but i'ts not happening;

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (N/A)

    Operating System and Service Pack

    Windows 10 fully updated

    Construct 2 Version ID

    R240

  • Well, take a printscreen of you events and place here, I can't figure out what you're doing wrong.

  • On Touched Object is a trigger who works only once, so, you can't use On Touched Object and Once While True, they are the same with the add of the touch condition.

    You can solve your problem by inverting your condition events, check the last by first and so on or use the sample I made, but you'll need to change your logic.

    https://www.dropbox.com/s/ea4upippd637y ... .capx?dl=0

  • You need to refresh the collision areas by "regenerating" it with an action in you events.

    In the object with pathfinder, use one of the Regenerate actions of this behavior, each one works better for a type of situation, and I suggest you to avoid regenerate the whole map, so, using the regenerate around an object should be enough.

  • try using "once while true" conditional.

  • place an "int" before it and set the value inside the ()

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  • Again, because some people are asking me how do I solved it, I'm answering this old post instead of creating a new one to share the answer.

    Thanks to R0J0hound a long time ago, I have solved it differently.

    Plus, if the Racer (bot or not) don't overlap the checkpoint, he will re-spawn before the checkpoint, avoiding shortcuts and cheats.

  • I know it's an older post, but some people are asking me how I did my racer game and to post it public I'm using this topic.

    This was a long dialog on the forum to understand how the logic of a race game works.

    First, the AI need some support to understand the path, like the actual Uber self-driving cars. So, you can do it by placing way-points (placeholders) with instance variables stored while giving the bot-driver some insights of how to drive to the next way-point.

    Each waypoint have two instance variables, one called ID and another called Rank.

    The racer-bot should use the car-behavior to drive to the next way-point also, you should setup it to turn toward that direction, plus, give him some variable behavior.

  • For sure

    You can use instance variables, and various ways to achieve the same.