Tinimations's Forum Posts

  • Here's the capx: mediafire.com

    Here's how to trigger the bug: Start playtesting on the layout "tutorial level". Complete this level and make it to tutorial level 2. This level begins once you fall down to a platform. There's a text object right next to the character that should say "Success!", indicating that the ajax file was successfully imported. However 70 % of the time it just stays at "Text". If you try playtesting only the beginning of "tutorial level 2", the ajax will successfully load 100 % of the time. I have no clue whatsoever over why this happens.

    Tutorial level 2 uses the "tutorial level 2 sheet." The events controlling the importing of the ajax files are event-line 4 and 7. Event 51 is the event utilizing the information from the ajax file.

    Event 54 - 57 are spawning projectiles based upon the values given from the ajax file.

    This issue has been bothering me for weeks, and I would be eternally grateful to whoever can point out a way to gurantee that the Ajax loads.

    Thanks

    Tom

  • I don't get an error message. It's more like it simply skips the event entirely. It has also occured that construct simply waits up to approx. 40 seconds, and then imports it.

    I haven't been able to find a pattern that allows me to trigger it on command though. Sorry. I can try uploading a capx. file and have you take a look at it?

    Thanks

    Edit: Oh wait I haven't checked out the error console. I'll try to get to the bottom of it.

    Edit 2: Nothing shows up in the console either. It's like I said first, the event is skipped over.

  • Hi, I've been having an issue for a very long time with loading Ajax files after a layout has been reset, or if the game has progressed to a different one. Everything works flawlessly when I only playtest individual layouts, without playing through the entire game.

    However, once I restart a layout, or progress to a different one, construct occationally doesn't register the requested ajax file, and the game progression gets stuck in limbo. It's completely random whenever the ajax loads and doesn't.

    Sometimes it works without any problems, but most of the time nothing happens.

    Here's a picture of the event in question: puu.sh/2UAa2.png

    Is there any foolproof way of guranteeing that an ajax loads, and that the ".LastData" gets assigned to a text object? I've only playtested using google chrome and node webkit.

    Thanks

    Tom

  • Hi, I'm having an issue with Construct 2's internal "wait" event. I know it starts running once you boot up the game, and will keep on rising. However I want to be able to reset it to 0 whenever the player dies. Any ideas on how to do it?

    I tried using a global variable as a substitute, but since I have around 30 events which is all dependent on exact timing, I don't want to waste performance with being dependent on applying an "every tick" option for every time based event.

    Thanks!

  • Thanks you very much! Will definately check it out!

  • Hi, I'm currently making a rythm game with mechanics similar to Stepmania and DDR. I want construct to be able to load a .txt file, read it line by line, and execute commands based on the last 4 digit number it analyzed.

    I have uploaded the .txt file to the "files" folder, but I'm having a hard time getting ajax or xml to access it. Would someone kindly explain to me how to access a text doucument in the "files" folder?

    Also, does anyone have any advice on how to once per tick make Construct scroll one line down in this .txt file, and output the value of the 4-digit number it just analyzed?

    If I nail this I got all the core mechanics down for my game project. Any help would be very appreaciated!

    -Tinimations

  • It won't be precise enough, but I've solved the problem now. The source of the issue was that I placed the event right below the event that resets PlayerXCoordLastTick to the current position of the character. This sent the combobox into the abyss and kept it there.

    Thank you again though for the help!

  • Hmm seems like you explained it right to begin with, it's just a flaw in with the PlayerXCoordLastTick.

    Thank you regardless

    Edit: No I want the bullet to always fly towards the player, but I also want the bullet to move with the character when the player is running either right or left. So in other words I want the bullet to take the exact same amount of time to reach the player regardless of how fast the character is moving. Did that make any sense?

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  • Here's the capx: 2shared.com/file/h9xkrMZJ/Test_project.html

    The event in question is event 5 on the "Core mechanics sheet"

    Thank you.

  • When I wrote it like that the bullet completely disappeared. I guess the bullet was affected in one way or another, but definately not as intended. When standing still the value of PlayerXCoordLastTick will be 0, thus not affecting the path of the combobox, but it disappeared.

    Any other way to make the event read the value of the variable?

  • Hi. I am currently having a hard time setting an object's position based upon the value of a variable. This value contains the information of how much the player has moved a certain direction since last tick.

    The object is a bullet constantly flying towards the player, however I want the bullet to move away from the player when the player runs towards the bullett in the exact same speed as the player is moving. All I need in order to be able to pull this off, is to apply a variable to a "set X", "Set Y" or "Set Position" event, but construct won't let me apply strings to these types of events. Any ideas?

    Here's an image illustrating the problem: puu.sh/2nQmJ

    Thanks!

  • Thank you for the quick answer! :)

  • Hi, I'm new to construct, and I'm wondering if it's possible to use variables to easily make construct decide which animation will play off?

    Say for instance that a character has 10 different animations in a sort of combo-tree. Also, let's add to the equation that there's 12 different "variations" of this combo (In total 120 animations).

    Is it possible to for instance name the first animation of the first combo "LeftPunch_1_1", the second "LeftPunch_2_1", the third "LeftPunch_3_1" etc. and have a single expression or equation decide which animation plays off from a single event-line? If this is possible, how would you apply it?

    I imagine it would look something like this:

    "LeftPunch_x(Combo-hits variable)_y(Variation variable)"

    Hope what I described made any sense. :)

    Tinimations