Yttermayn's Forum Posts

  • blackhornet Ahhh, thanks! I haven't done much with sound yet in C2.

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  • I made a simple .capx to test this to make sure I hadn't done something on accident to the audio system in my big project. All it does is play two samples of the same white noise, about 5 seconds long each. One is at 0db, on is at 10db. There is no volume difference. What am I doing wrong?

  • Ashley Looked at the manual again, saw that it is listed a second time below the version showing only index. Sorry, missed that somehow.

  • Interesting. but I kinda already came up with a solution this afternoon and it's working good. I was hoping for something that doesn't involve a third party. Guess the fact that someone made this means it ain't available in vanilla C2.

  • ...that preferably doesn't require revisiting that object each tick to make it keep moving or to make it stop. Basically, I want a method where I can say "This object, move to these coordinates, at this speed, and then stop." Then I don't have to do anything else, I just know that the object is going to go to it's destination and stop without being checked on each tick.

    What would be the best way to do this? I'd like to make it into a function, preferably- call the function and pass the UID, X, Y, Speed and then not worry about it. Bonus points to implement acceleration into it.

  • [attachment=0:tu9m01rn][/attachment:tu9m01rn]Problem Description

    This is a UI issue. The "template" offered by C2 when filling in a value with the Touch.XAt or YAt function does not indicate that a layer parameter may be specified in addition to a touch index parameter. See attached image.

    Attach a Capx

    .capx not applicable, as this is a UI bug. An image is offered instead.

    Description of Capx

    Not applicable.

    Steps to Reproduce Bug

    • Step 1 Fill in any value field by double clicking the "XAt" expression under the touch category.
    • Step 2 Observe that the offered template shows "Touch.XAt(Index)" instead of "Touch.XAt(Index,"layer")"

    Observed Result

    Confusion.

    Expected Result

    Correct template to display.

    Affected Browsers

    • NA

    Operating System and Service Pack

    Windows Home Premium 64bit, SP1

    Construct 2 Version ID

    192 64bit steam

  • I am also getting an error, and am running 64 bit win 7. Happens when I try to run my project, which hasn't changed since the previous build (where is worked ok).

    Update: I hit ignore repeatedly and there were about 20 more of them!

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Unknown IParameter type

    Condition: false

    File: DataJSON.cpp

    Line: 2145

    Function: void __cdecl Exporter::ParameterToJSON(class std::basic_ostringstream<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,class era::IParameter *,int)

    Build: release 186 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

  • Huh?! How did I get so far behind! Better check my steam update settings. Thanks!

  • I feel stupid, I could swear I saw the touch->double tap trigger at one point in time, shortly after it was introduced in an update. Now when I have occasion to use it, it isn't in the list of available conditions for the touch object. Even the manual lists it. I have Personal license C2 through steam, and it is currently version 173, 64bit. Am I doing something wrong? Did I go selectively blind?

    Also, the "Touch controls." link in the manual is broken. https://www.scirra.com/manual/119/touch

  • Ok, thanks!

  • DatapawWolf What would be the reason/logic for that? What purpose would it serve? If it's deliberate, why is it not documented?

  • caiorosisca alextro Using the invisible sprite for AI and a pinned sprite for Animations is exactly what I ended up doing. Not using 8-direction, but having options like the ones mentioned for 8-direction would be a nice feature. Thanks, it's working pretty good now.

  • Problem Description

    Discovered that when a sprite is mirrored, if you increase the sprite's width, it does the opposite, and vice-versa. Didn't see this behavior documented anywhere, and causes me to have to do a workaround. I haven't checked it for flipped, but I suspect similar results.

    Attach a Capx

    Done.

    Description of Capx

    Two instanced sprites are presented. The one on the right is mirrored at the start of layout. Hitting right arrow increments width property of both sprites. Left arrow decrements width on both sprites.

    Steps to Reproduce Bug

    • Step 1 Load and run .capx file.
    • Step 2 Mash left and right arrows to observe inverted width behavior.
    • Step 3 Post reply!

    Observed Result

    Non mirrored sprite gets wider as width property increases, mirrored sprite does the opposite.

    Expected Result

    Both sprites increase or decrease width the same, regardless of whether mirrored is set or not.

    Affected Browsers

    • Chrome: (YES/NO) Yes
    • FireFox: (YES/NO) Not tried
    • Internet Explorer: (YES/NO) Not tried

    Operating System and Service Pack

    Windows 7 64 Home, SP1

    Construct 2 Version ID

    Release 173 64bit/steam

  • I would suggest you do some step by step tutorials first. They don't take long and will give you a basic understanding of how C2 works. Then think about one little piece of your project, like, how to make a sprite mirror and flip and rotate. THen pick another little piece, and so on.

    I have used and learned 3 different game development softs (Game Editor, 001 Engine, and now C2). C2 is very powerfull, the few bugs I encounter are not hard to work around and are quickly fixed, and the design is very slick and well thought out. It is also very versatile. However (and this is not a complaint), it does not handle game-style specific things like equipping weapons/armor, transitioning levels, inventory management, making bullets come out of guns, etc. Those things are all possible, but not done for you. 001Engine for example is a tile RPG engine and does those kinds of tasks for you, but if your game is not the same type as the type 001 is geared for, it feels restrictive very quickly.

    I'm telling you all this because I think it will be helpfull to narrow your focus down to figuring out how to do the little basic things first. Once you have those under your belt, the bigger stuff will become much more apparent.

    The other thing I would advise is that as your project gets more complex, it is vitally important to keep it organized. Use Groups and Comments like a madman. Make sure that before you close your project for the day, ask yourself "If I don't get back to this for a month, will I be able to pick up where I left off?"

    Sorry this doesn't directly answer your questions, but E Bear 's car analogy is dead on.

  • spacedoubt That would be the next step if I could get the sprite image/animation to not rotate in the first place. alextro I am not sure what you mean. How would another variable straighten out the direction of sprite facing?

    I could solve this problem by making my sprite invisible, and pinning another sprite to to it with the proper graphics, and setting the pin options to "position only". But that would be an inelegant solution that adds more complexity to an already complex entity. At least it should give you a better idea what I'm asking though.