jdlendon's Recent Forum Activity

  • Hello, let me set up the situation. I have an object with fade behavior settings preset as follows: Fade-In Time 2.5 sec, Wait = 0, and Fade-Out time set to 0, not active at start, and no to destroy on end. Now, it performs as set when the "start fade" action runs. Now, according to the manual, if the Wait and/or Fade Out is set to 0, it is supposed to ignore those stages (and I'm assuming it should then read: "stage = done" after the Fade-In. But, instead, I'm noticing that the Object will, from then on, be stuck in the "fade-out" stage. If I later change the fade settings to something like: Fade-in 0 secs, Wait = 0, and Fade-Out = 2.5, (with no "start fade" action) it immediately runs the Fade-Out cycle after the changes. Is this a bug? I've tried various things like: event: on fade-in finished: set all the fade settings mentioned above. It still will immediately fade out, even though no new "start fade" action has been given.

    Any ideas, other than writing out a bunch of events without the fade behavior in order to manually do the fades properly?

  • Oh, I missed that sentence. I guess I'll be making my own button sprites. Thanks for the replies.

  • Hello, I'm trying to figure out why my button plugin objects are not obeying the z order I have set up on the layer they exist. They are going to the top of all the layers no matter what, and I have to make them invisible if I want them to not show through a higher z or higher layer object like a fade In screen object or whatever. Only the mouse will show above them. A custom cursor object I'm using goes under the button as the mouse goes over it. Is this a CSS issue?

    Thanks

  • In the other forum post, GenkiGenga said: "Using the search function how it is, is cumbersome. It doesn't show sub-events so (if you use them) you cant rely on making changes without first clearing the search and then scrolling the mouse wheel like a mad man because when you have a lot of events on one sheet you cant use the bar on the side because it moves too fast.

    Also, having everything separated into different event sheets is good, but if your searching for something and you don't remember where it is, it means you have to search multiple event sheets which makes it even more tedious."

    These are some great points in favor for this improvement. I was trying to decide if it would be better to split my event sheet in to multiple sheets, but for this reason I decided not to. I wouldn't think it could be too hard to at least have it go back to where you were before you hit the search button when you're done with the search. But then again, maybe it is. It is a pretty complex program, as far as I can tell...and I love that.

  • HI, I've been using this wonderful product for only about 5 months now. Here is one feature I would LOVE to see.

    The problem I have with the current "Search" function in Construct 2 is how it doesn't allow me to right-click on an any event in the filtered search to select an option from the drop-down list to take me back to my regular, non-filtered view, but AT THE LOCATION of the event I click on. Instead, when I click on "clear search", it takes me to the TOP of the event sheet and I have to find my way back to where I was before the search. Even if it just took me back to where I was before the search I'd be happy.

    Oh, and maybe add an "Event Sheet" tab to the Projects window that opens an Event Sheet Properties window, that shows all the Groups, in order of appearance, that you can click on to go to that section of the current Sheet.

    What do you think???

  • Ok, so I managed a workaround. I had to make a new local variable to store the base value from the array in an event placed just before the one in my 1st post. Then, I just replaced the "array.at" variables in the condition and action with this new local value which WILL add with the global variable.

    Is this a bug? The program doesn't have a problem getting the value from the array, but it won't add it to a global in an event. I have noticed that if I, say, have an similar array event, looking through all the x values, etc., and I want to create one object, it will create about 30 or so before moving on to the next event. It's almost as if there is a serious lag while it is searching the array (and I'm not talking about a big array), and if it finds the value, it keeps searching, but the condition has been satisfied so it gets stuck doing the action repeatedly until it is through searching for a while.

    I've just taught myself how to use this program in the last 4 months, so I don't really have a lot of programming knowledge to know what is going on. Maybe someone can shed a light on this.

    Thanks

  • Hi, thanks for the reply. I actually set the event up in a function right before you replied, which did eliminate the need for a Trigger Once condition. But it is still only subtracting the base value from the array and not adding the global. I can see the global value onscreen in a text object, so I know it is not being reset to 0 or anything.

    Thanks

  • Hi, I'm trying to do something that seems straightforward, but isn't working properly. Here is what is going on:

    "For each X element:

    If Array: Value at Array(x,y,z) = LocalVariable (it does)

    Trigger Once:

    -->And If Object.Var > or equal to (Array.at(x,y,z) + GlobalVariable) -->then ACTION: subtract (Array.at(x,y,z) + GlobalVariable) from Object.Var"

    (The Local and Global Variables have already been set, of course)

    For some reason, it's ignoring the "+GlobalVariable" part of the condition and action. It should be checking if the value in the array PLUS the GlobalVariable is greater than the Object.Var, and if so, subtracting all that from the Object.Var. Other than that, this event works well.

    Any ideas as to what I'm doing wrong? Can you not add variables to array values in conditions and actions? Is the Trigger Once messing it up? I need it to keep this event from continually subtracting the array value (+Global) from the Object.Var. Also, I don't think it matters, but the 'z' coordinate in the array is a variable, too.

    Thanks in advance...

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  • Hi, I'm trying to make a multiple save/load game slot system in a separate layout and I've figured out the basic system to use the system action "Save" to save the game's State before leaving the main layout, then go to a menu screen layout and then to a save/load game layout. The saved SaveState should still be available to be saved to a game slot selected by the player and loaded later. But I need to know a little more in order to save a game state to one of many slots and then call a particular slot later to load that game state.

    The topic, "How to make savegames" touches on this, but doesn't go into any detail. Is the "SaveStateJSON" the actual file saved in the browser on the system action: Save, which could then be called using the WebStorage.LocalValue(SaveStateJSON) expression? It says something about triggers needed to access the SaveStateJSON. Can I do something like: On button touched---> Webstorage: set local key "Save" & SlotNum to SaveStateJSON ? I see plenty of examples of saving variables to webstorage, but none showing how to save and then retrieve a savestateJSON using webstorage, which I could then use the action: load from JSON to go to load the game.

    I'm guessing that to load the SaveState I have to do something like: On LoadButton touched: If WebStorage local key "Save" & SlotNum exists-->Webstorage: set local storage from JSON string "Save" & SlotNum, and then action "Load Game from JSON string: Webstorage.LocalValue(SaveStateJSON) . However this isn't working so far.

  • Well, on experimenting, I switched the menu objects in the title screen layout to non-global and that seems to have fixed the problem. I'm still curious about what will happen when I make future "Rooms". Do I need to make the objects in the main game, like the characters and smashable tables, non-global as well? I want to be able to return to a room and see the dead bodies and broken objects still lying around, but I don't want to see objects from multiple layouts at the same time. I'll try the persist behavior for those things.

    Maybe the global objects should just be limited to the HUD/GUI objects?

  • Hi, I've just created a title screen layout, and I also have a layout for Room1. I've got it to go to Room1 and start the game when I click on the "Start" button from the Title Screen layout. Now, when the game switches to a new layout, shouldn't everything disappear from the previous layout? I'm still seeing the title screen objects when I'm running the Room1 layout (and vice versa). I've got it set up so that if I hit the 'Esc' button while in Room1, it saves the game, then, on save, it goes to the title screen layout where the options are, and then I can return to the game. Is there some steps missing?

    As a separate question, I've also made all the objects in the game global. Is there a reason to have non-global objects?

    Thanks

  • That did the trick. THANKS

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jdlendon

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