Unnatural20's Recent Forum Activity

  • 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

  • Bump?

  • Won't it be overlapping when it's standing on a solid?

  • "Player move forward one pixel" is not using the platformer behavior, and therefore can move through solid objects. (but will not fall through them.)

    You might want "Platformer Simulate Control Right"

  • I'm not entirely sure if I'm understanding your problem correctly, but I think- once the mobile-pivot line collides with a block, you want to treat the midpoint of the line as you did the fixed pivot point in the fixed-pivot-example.

    After that, you have two separate lines to work with. Each anchored at the same point on the block. I think.

  • Honestly, I know nothing of multiplayer; that might just be something you need to try!

  • Also, A0Nasser, how do I set the Audio Timescale to 0? Is it separate from the system timescale? Because setting Timescale Audio On (Sounds and Music) does not seem to have worked with my existing pause code (as seen above)

  • It's generally better, it seems, to have an invisible rectangle for the Platform behavior stuff, and non-platform stuff to be handled with the sprite.

  • I think the first one is going to be more like actual pausing. But, I mean... I've got ideas for hacks and all, but why isn't there a "Pause All" option?

  • In my current demo, I've got multiple sounds that can occur at the same time- BGM, death fanfare, sound of a bullet, sound of enemies getting hit...

    When I bring up the pause menu, I would like all sounds to pause, and to resume when I unpause.

    The Sound.Set Paused action only lets me pause individual tags. Do I need to add a separate action to pause, and resume, each individual tag?

    Here's how I'm currently doing things:

    [attachment=0:w30g00nf][/attachment:w30g00nf]

    But I'm looking/hoping for a Sound.Set Paused (All) command.

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  • That sounds an awful lot like "families," Nesteris.

Unnatural20's avatar

Unnatural20

Member since 8 Jan, 2015

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