Turaco's Forum Posts

  • The bug appears when following happens:

    Layout 1 -> Save the game -> On Save Complete -> Go to Layout 2 -> Load the game save -> Bug "Assertion Failure". Game crashes.

    Any idea what might cause this?

  • i.imgur.com/wFXtxgb.png

    I get this error after following happens:

    1. Layout 1 -> Save game

    2. On game saved -> Go to Layout 2

    3. Layout 2 -> Load game

    Any ideas what might cause this?

  • Hi. Is it possible to change the appearance of the pins? I would like to have a different color pin for different purposes.

  • Oh wow, that solved it.

    Thanks so much!! didn't think the folders really mattered

  • Okay here is the capx

    https://files.fm/u/g28b8f9b

    Start the game and just wait and listen for like 1 minute. After a few seconds the sounds start cutting off or don't play at all.

  • I've set up this:

    Object 1 on collision with Object 2

    • Object 2 is animation "PianoNote1" playing -> Audio play "PianoNote1.ogg" not looping at volume 0 db

    PianoNote1 being an ogg audio file that I have imported and had no issues with (green checkmark).

    Whenever I open the game in ANY browser or NW.js I have a bug where my sounds are playing correctly for a while and then start cutting off during the sound or not playing sounds at all. Why is that?

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  • Hi. How can I use self drawn marker icons for marker object? Also is there a way to customize the map interface (location text, colors, borders).

    Thanks a lot!

  • > Weird but whatever

    >

    Variables, use Instance variables and simply create a specific loop for events in whatever order.

    Or if you have preference use greater than and sort of 'order' your objects from highest to lowest.

    Variables fix all.

    A capx would be handy.

    It wouldn't solve it. As I said before, even if I add "If Object 1 is overlapping Object 2 - inverted" it doesn't fix it. Because the event triggers after Object 1 is deleted on click, meaning the Object 2 is selected in the same tick

  • Well it's not a solution because if they're not overlapping it will just pick the one with higher Z which isn't necessary the one I'm clicking on.

    What I did was create a global variable "Touch_Enabled". After I click on something - > Touch_Enabled set to 0, wait 0.1 seconds -> Touch_Enabled set to 1.

    My problem wasn't the overlapping actually. "Tap on object" already picks it only if its on top. The problem was when I click on Object 1 and it destroys my Object 1 = it triggers the Object 2 underneath it. Weird but whatever

  • What I intend to make:

    On object 1 tapped -> Trigger event nr. 1

    On object 2 tapped -> Trigger event nr. 2

    What my issue is:

    If object 1 is overlaping object 2, both events get triggered. How do i solve this?

  • I'm confused. I know how to make a rotation between those 8 sprites. What you're saying is you're using 16 angles, however I can't seem to notice what exactly is giving you 16 angles. Do you use 16 sprites or do you rotate them? Sorry, maybe I'm just stupid.

    My problem is that when my sprite is facing 45° angle but is shooting towards 65° angle it looks bad. I'd like to know if I can somehow adjust my sprite slightly to make this look better.

  • Logically it looks to be ok. I would think the cannon ball is being spawned twice during the on-shoot during certain instances due to the angle calcs.. try adding a "trigger once" system condition to the angle calculation sub-events if it will let you.

    Didn't solve it, only make it sometimes not shoot at all.

    I think the problem is in the bullet spray. It rotates the turret same time as it shoots, so maybe it sometimes rotates back and triggers again. Any other way of making a bullet spray?

  • These are all the events about the object. I don't see any issue with them.

    Can any system events be the problem?

  • You can create a fairly convincing rotational effect with 8 directions, depending on how you've drawn your graphics.

    You can have smooth rotation of your object, and change it's directional animation at the points where 16 angles would exist; IE Change from 0 to 45 degree animation at angle ~22.5 degrees.

    If you're using isometric sprites then this will probably not work very well (especially for human-type characters) but you may get away with it for certain objects (things like a moving vehicle tend to work out OK using this method). I find this works best using pseudo-isometric sprites (games like Legend of Zelda).

    Of course if your game is overhead/birdseye view then you can do it with simply 1 angle only, so I assume you're using isometric?

    ~Sol

    Thanks for your reply.

    No, its not isometric. It's top down/view from front.

    I don't really understand what you mean with 16 angles. Do you mean I should rotate the sprites from 22.5° to 45° i.e.?

  • I seem to have a bug with my turret behavior. All my turrets are sometimes shooting 2 bullets instead of one. Is there a known fix for this?