Thndr's Forum Posts

  • Oh, well that's useful too. Thanks for the tips

    Although for a UI standpoint I still think it should at least prompt it and everything. But it's a rather minor issue.

  • Yeah, I noticed that but it should be a prompt within the software if you're using a singular file. Since I hit the event limit I re-saved as a folder and am probably going to do this since I'll make a mass of files to transfer over anyway.

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  • I was playing around with the AJAX plugin and a thing was bugging me:

    Whenever I needed to update my project file, I had to delete it and then rename/replace it. This caused all events using this file to delete themselves

    There should be a overwrite project file option somewhere.

  • Technically 99, but whatever

    googledrive.com/host/0B7mHJO1CK--NVXZvQVNrRjBrcEE/runaea_demo_100events.html

    This is what I achieved in the past month of learning Construct 2. Most of the code/events are for larger purpose rather than a simple demo. Ran into a bunch of issues but got those resolved with help of the forums. <img src="smileys/smiley4.gif" border="0" align="middle" />

    Since the debug stuff is still in there I could remove it and some other unused events to add more events (thus more levels) but I might do that later once I get more of the game complete just to show off what you can do with 100 events. I want to work on the core before making levels that may not work.

    It also doesn't have sound, but those can be added in to existing events later as well.

    Controls:

    Left and Right to move

    Z to jump

    X to attack

    Debug is accessed with the F3 key once ingame.

    I'll keep this thread updated with major improvements since I plan on buying the personal edition through Steam and going beyond the free-limits. I know Families will help me out a lot.

  • Got the other issue working, apparently needed proper sub-tree of events to check.

    scirra.com/forum/topic64516_post395651.html

    So only only issue here is that the software uses a STR number for any comparison but exact matching (so array.CurValue=5 will not work on "5", but array.CurValue<6 will work on "5")

    Edited original post with a simpler reproduction of the issue and modified the title

  • <img src="http://i.imgur.com/9qfh6GV.png" border="0" />

    Got it working through experimentation

  • After looking into it, it appears my JSON was full of STRings of numbers instead of numbers themselves.

    I was getting away with it working because when you compare anything but Equals, it treats it like an INTegers. So the bug it wasn't what I was trying to do, but that it allowed STRings to be considered Greater or Less Than an INTeger.

    Either way, making sure my JSONs are set to INT for my uses here.

    The other issue however I'm still troubleshooting to see why it would function like that, as it's comparing specific instances and should trigger per instance.

  • I have spawners that trigger when the player is within a certain range

    <img src="http://i.imgur.com/CVavUg0.png" border="0" />

    The problem is that it only spawns when the first of a series of boxes are within a range. So if there are 2 boxes close enough, only the first one to enter the range would spawn a monster.

    if I remove the trigger once from the spawn it spawns monsters from all spawners indefinitely.

    Am I just coding this wrong or is it not doing what it should. My the appearence, it should trigger the instance box to true when the instance enters the range, and therefor trigger the spawning action once, per instance that becomes true.

    It may be related to a bug I filed as something straightforward (array_curvalue=95 when the only values are -1 0 and 95) doesn't toggle as well.

  • Sorry

    Wasn't using CSV-Array and was expirmenting with spritefont, forgot to remove them from the object folder

    Resubmitted the bug.

    scirra.com/forum/topic64513_post395626.html

  • Edit: Found the bug specifically, other issue was improper coding

    Link to .capx file (required!):

    docs.google.com/file/d/0B7mHJO1CK--NQ0tNeFdEVVlxclU/edit

    Steps to reproduce:

    1. Look at code

    2. Run Preview

    Observed result:

    array.CurValue = 1 doesn't trigger, but array.CurValue > 0 and Array.Curvalue = "1" trigger (could also use Array.CurValue = Int(array.curvalue) to do the same thing.

    Expected result:

    The result should be one of two things

    1: Only array.CurValue = "1" // array.curvalue = int(array.curvalue) should work

    2: All conditions should work.

    Browsers affected:

    Chrome: yes

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack: Windows 7 x64

    Construct 2 version: r119 x64

  • You really wouldn't need too many sprites, and even if you did a full resolution of tiles, the background doesn't need to have collisions enabled which is why tons of sprites have issues.

    All you would need to do is create the appropriate animations. NES and SNES games did it with animated tiles, but you would need a lot less of those in construct 2.

    Just cut the road into animations of the directions towards the horizon you want it to go and vary them based on the track layout. You could use an array or something to determine where the car is on the track and based on the upcoming XY of the array what is displayed.

  • Link to .capx file (required!):

    Going to remove CAPX in about 5 days

    Steps to reproduce:

    1. Open CapX

    2. Run Preview (from title_loader layout)

    3. Move around and look at the environment

    4. Go back and under the group [Level Generation] disable level_array.CurValue = 95

    5. Enable the > and < comparisons

    6. Run preview

    7. Go back and delete array_level.CurZ=2 events

    8. Run preview

    Observed result:

    The code doesn't do = 95, even though it's a specific number and not a decimal.

    When you do have it spawn the blocks, all of the blocks including the manual ones do not spawn lizards.

    When you delete the entire subtree, not only do the blocks spawn the lizards, but they spawn them when they are within the set parameters.

    I believe that this might either be due to some corruption of my CAPX file, or a bug with the software. I know I am reaching the limit of the free edition.

    Expected result:

    Everything to work smoothly, CurValue=95 to register, and all blocks spawn lizards when they are within the set range.

    Browsers affected:

    Chrome: yes

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack: Windows 7 x64

    Construct 2 version:r119 x64

  • Thanks but it's a bug with the software:

    scirra.com/forum/r1202-platform-jump-behavior_topic63939.html

  • I reverted back to r119

  • Have it check the difference between the speeds of the two objects. Therefor if you check player speed and skateboard speed, you can tell them game "The difference is 1mph" and the game goes "skateboard can't kill/dmg due to insufficient relative force"