Unnatural20's Recent Forum Activity

  • thatserafimkid I have Timescale On (Sounds and Music); I have Music and sounds playing. On my system, sound effects are not paused when the global timescale is set to 0. This oddity is why I wanted to link to my capx- but the URL truncation got me again. :/

  • signaljacker The Timescale Audio Feature is for the entire audio object, not just individual files. And for some reason it doesn't seem to work at all for pausing Sounds.

    Unfortunately I can't upload the file here because it's too large, but it is here: dropbox.com/s/r0dee9zo03fjb ... .capx?dl=0

  • There are a few ways of looking at just a subset of the array. For example, the first time you check for adjacents, you're only looking at the eight squares around the first object. You check for adjacents in just that subset of the array, then store all matches in a separate (list)array of matched array locations.

    From that list, you can generate a new rectangle to search for adjacents in- one less than your lowest X to one more than your highest X, and one less than lowest Y to one more than highest Y.

    I considered putting together the approach? but I think the + image method resulted in less changes to your game as it was currently designed- and if you're going to implement new bugs dropping in from above, this will work more easily than having to modify an array's entries for gravity.

  • Bump. Is it possible that because the audio is attached to an object, the time scale doesn't work?

  • sgn15 I don't agree that a boolean variable is enough. With the built-in platform controls, you lose inertia as soon as you stop holding down the left or right inputs. A variable to maintain inertia and direction is necessary to model the behavior moonsunglee wants.

    A0Nasser As modelled in Prince of Persia, the question is not whether the direction the player is facing changes in midair, but whether you can control the direction of movement. Once the player has jumped in a given direction, he should keep moving in that direction until he lands or falls. Look at my .capx to see, at least, an approximation of the correct motion.

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  • What do you think of this solution?

    The basic idea is, you spawn a + shaped image overtop of the tapped bug.

    Outside of the Is In Touch block,

    For any bug overlapped by the +shaped image, if it's the right variety of bug (and not matched and checked,) you spawn another plus. (and set that bug to matched and checked)

    There were a few other adjustments I needed to make- changing the collision polygon of the bugs so you have to be not touching a bug briefly before you're touching another bug, but...

    I think this works how you want it!

  • moonsunglee So, what I did was make the input controls manual (toggling off default controls,) and then putting all of the manual controls under a condition, which is set on jumping. Take a look.

  • A0Nasser, No it won't. Mirroring the sprite does not remove the Platform Behavior's inbuilt ability to change direction in mid-air.

  • Um, what instances are you trying to collide in your .capx? I was able to play pong with myself successfully by tabbing quickly.

    Here's a super-bare .capx where you can drag around two squares, which are both the same object.

    When they collide, the red one always rotates, and the pink one always moves.

    And, while they're overlapping, the colors change just slightly.

  • In one of my projects, I had an object called "Keypress" that showed an image of a keyboard key to press whenever you approached certain locations/characters.

    In the layout, there were multiple instances of the Keypress sprite; each Keypress had an instance variable named "Which."

    So, related to KSLR's idea above, say for each enemy you have a pimple, and Pimple.Which is set to the name of the enemy. Whenever Pimple is hit, it calls a function with the value of Which.

    PimpleHit("Which") assigns damage wherever you're keeping track of it.

    This isn't dissimilar to using the UID, but I find that having a name makes it more human-readable.

  • It does not, Specifically, I have a sound playing at a mobile sprite that remains looping as long as the sprite exists; it is not paused by setting Time Scale to 0.

  • Problem Description

    When multiple Or conditions exist, on the same Event sheet and for the same item, but not nested or as subevents as one another, selecting one item can result in multiple items being selected.

    Attach a Capx

    [attachment=0:2zszz32y]Instancing.capx[/attachment:2zszz32y]

    instancechicanery.bitballoon.com

    Description of Capx

    Illustrates how "Or" blocks interacts with other "or" blocks, in the form of 2 identical sprite objects and one Tiled Background.

    Steps to Reproduce Bug

    Step 1: Load .capx into browser/preview.

    Step 2: Click sprite objects to left of central divider, observing the rotation of each instance.

    Step 3: Click sprite objects to right of central divider, observing the rotation of each instance.

    Step 4: Click all tiled backgrounds objects. Observe flash pattern of each background object.

    Step 5: Press Enter. Click small tiled background object to right of divider. Observe flash pattern of background objects.

    Step 6: Reload/refresh page. Click larger tile background object to right of divider. Observe flash pattern of all background objects.

    Step 7: Click each background tile to the left of divider. Observe flash pattern.

    Step 8: Reload/refresh page. Click a background tile. Press Enter. Observe Flash Pattern.

    Step 9: Click all background tiles. Observe Flash Pattern.

    Observed Result

    Sprites to the left of the divider rotate independently when clicked. Brick and Screw do not rotate.

    Sprites to the right of the divider rotate when clicked, excepting Brick and Screw. However, whenever any sprite is clicked, cheese and camera also rotate. If Cheese or Camera is clicked, the clicked instance rotates 180 degrees.

    The medium tiled background object on the left does not blink when clicked. Some of the tiled background objects flash together once enter is pressed, but the second background clicked after does not cause multiple flashing. After Enter is hit a second time, or once after the first background tile was clicked, multiple flashing occurs.

    Expected Result

    In all cases, only the instance being clicked on should be affected: It is being picked by being clicked on. However, within a subevent with multiple "or" conditions, multiple instances of the object are getting picked.

    This does not happen for the sprites on the left of the divider because there is only 'Or' block utilizing that set of sprites.

    The second Background Objects 'Or' block illustrates that both 'Or' blocks have to be being evaluated for the anomalous behavior to appear, although there's some behavior that I can't quite describe.

    Sequences that cause weird Instancing to happen on each subsequent click:

    Click, Enter, Click;

    Enter Click Enter;

    Sequences where it only appears on the first click:

    Enter, Click, Click;

    Enter, Enter, Click;

    Click, Click, Click.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Opera: (YES)
    • Internet Explorer: (could not get IE to run)
    • Android Browser (YES)

    Operating System and Service Pack

    Windows 7 x64 bit, no Service Pack.

    Android Browser tested on is Version 4.1.2-I547UCCNJ1 (Android Jellybean,) on a Samsung Galaxy Rugby Pro (SGH-I547)

    Construct 2 Version ID

    Construct 2 r195

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Unnatural20

Member since 8 Jan, 2015

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