Telyko's Forum Posts

  • Yup, indeed, that did the trick! Thank you very much for your help!

  • It looks very much like what I was hoping for and so much simpler than the Construct 2 example! I can't test it right now but I'll let you know as soon as I imported it. Thanks!

  • You should give a look at Firebase. It has been acquired by Google. There are some tutorials laying around. I've tried to play with it a little and it works very well. You must use Rex's plugins for it.

    scirra.com/tutorials/5015/getting-started-with-firebase

    scirra.com/tutorials/9500/how-to-use-firebase-realtime-db-in-depth-tutorial

    shatter-box.com/knowledgebase/firebase-sync-data-with-your-construct-2-game

    c2rexplugins.weebly.com/map.html

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  • Hello, I've been using C2 for a while now but never had to do this thing so far and I still have trouble understanding how lerp and dt can be combined together....

    What I'm trying to achieve is a zoom in/out with two fingers, by pinching, and it should be smooth. Inertia would be an extra bonus. I've been at it the whole day, looked for examples and outdated unreachable .capx examples... I can't figure it out...

    I know there is a .capx example in Construct 2 but it is not smooth at all and makes for a stuttering zoom... Can you help me?

  • Hi, in order for us to be able to help as efficiently as possible, could you try to make a drawing of what's happening along with some more explanation?

    You can upload your image somewhere like https://imgur.com/upload and then put your image url here between this code :

    [img] [/img][/code:3im4o8ev]
  • I've been working with Greenworks and Steam Achievements 4 years ago so it's kinda far in my memory now but I went back to my steamworks page.

    You should be working with this page open : https://partner.steamgames.com/apps/achievements/ <--- Package Number here

    And if I recall well, once you get an achievement you will need to remove it manually from the steam website to be able to test it again properly.

    I'm afraid I can't help much more than that but I remember it was really tricky indeed =/

  • Cassianno I'm sorry I didn't understand properly. Do you mean you confirm it's not working as intended? Or that you had no problem with it and the square was hiding when a character is moving and displaying when not moving. If it's the latter, did you try to move both characters? I think only one of them who has the highest UID causes the issue.

  • Well... I guess I'm going to stick to Release 244 for now then...

  • MrEdyFder Hi there, I have downloaded and tested your .Capx but with my version 244. So I can't tell if it's bugged in 257 or not.

    In 244 at least I don't see any bug. Here's a gif I made testing it:

  • Maybe this thread refers to the same error.

    I'm not sure.

    Yup... At first glance it seems to be the same error, in a MUCH simpler way than what I tried to painstakingly describe ^^

  • Cassianno

    I really tried to make an example as simple as possible to understand but I'm not sure I succeeded:

    Here's how it breaks down

    If click on Character then Pick only this Character

    Character (UID = 1) and Character (UID = 2) (Same object)

    One Character is on top of Zone A, and second Character is on top of Zone B

    EVENT:

    Pick selected Character only (After click on Character)              < C2 IGNORES THIS
    	
    	If Character is over Zone A
    	OR
    	if Character is over Zone B
    	
    		If Character is 8-Directions Moving
    		OR
    		If Character is Pathfinding Moving on Path
    			
    			Hide Blue Square
    
    		If Character is NOT 8-Directions Moving
    		OR
    		If Character is NOT Pathfinding Moving on Path
    
    			Show Blue Square[/code:2u8kurzm]
    			
    So the fact that there are OR blocks in the middle of the event in sub-events, C2 ignores the "Pick only this instance of the object" instead it picks all objects so the behavior doesn't work as intended. The blue square should react only to the selected Character where here it's also affected by the 2nd one who's not selected. You pick a character, you move it over a zone, this should hide the blue square and show it only when character stops moving over the zone. But blue square is still displayed because the 2nd character which SHOULDN'T be picked is over a zone and not moving.
  • Ashley

    dop2000

    Woooow... I spent hours trying to understand what I was doing wrong there. I made a small .CAPX too and was about to post the bug when I saw your post with the flaming icon, and I was shocked to read a title I was about to write.

    So yes, it's a very annoying bug and I have made a small example too: https://www88.zippyshare.com/v/5KTgQmw3/file.html

    Basically, you have two identical characters, two zones and a blue square.

    If selected character is moving over Zone 1 or 2, hide Blue square

    If selected character is NOT moving over Zone 1 or 2, then show Blue square.

    (Move them with basic keyboard arrows)

    And here the bug is that, even if the selected character moves, while the second character is over a zone, the blue square is still displayed while it should be hidden.

    I know it's not something you can understand right away in 5 seconds, but after playing with it for a few minutes you understand that it's not reacting the way it's supposed to.

    I know you guys are working on C3 and the progress you've made so far is amazing, but I didn't think such a core mechanism wouldn't act as intended.

    [EDIT] : Indeed, the "simplest" workaround right now is to avoid using "OR" blocks combined with "Pick ...". The annoying thing is that it makes you multiply events unnecessarily...

  • Yes, this post is 5 years old, and even though I'm on one of the latest version of C2, it also helped me figure out why my sprite had delay before moving even tho the "Rotate" parameter is turned off. Thank you very much !

    So what's happening is, by default, there is a slow rotation used, and even if you set "Rotate object" to No, when telling the object to move along the path once it's been found, your object will still do like a ghost rotation, and that's what's delaying the movement.

    You can do the test by setting a slow rotation speed, then Enable the rotation, and if you tell your sprite to go left, then right, you'll notice it's taking its time to rotate, and that's what's causing the delay.

  • Thanks, I need that formula more often than I think and I always end up doing more complicated stuff than necessary.

  • Cassianno You are absolutely right! I checked and it works! I feel very stupid now. Lerp not even needed! Hahah

    Thank you very much for your help Cassianno!