chris200x9's Recent Forum Activity

  • Hi I was going to post this as a bug but thought better of it since it is probably a problem in my project, I had however already filled out a bug report, but not posted it yet, so I'll just post it here:

    Problem Description

    Dialogue starts on load like it should on windows but not linux

    Attach a Capx

    http://www.filedropper.com/democapx

    Description of Capx

    starts a bit of interactive dialogue and then allows the user to move and fight enemies

    Steps to Reproduce Bug

    • export with node webkit
    • run linux binary

    Observed Result

    Does not start dialogue

    Expected Result

    Star dialogue

    Affected Browsers

    • node webkit

    Operating System and Service Pack

    Achlinux

    Construct 2 Version ID

    Have tried multiple versions of construct and multiple versions of node webkit

  • Usually this happens when you have conflicting events..

    You might have an event with an action setting the animation to stand/normal/stance or whatever and it's conditions are also true..

    Probably helped by the trigger once condition..

    Crap, didn't even think of that. Thanks so much!

  • This might seem like a silly question but how do I duck? I have the following code:

    and here you can see my animation:

    I don't understand why it only plays the first from of my animation.

  • Thanks!

  • So as to better organize my events I'd like to use more than one sheet per layout, is this possible?

  • Isn't anchor always relative to the viewport?

    Would be wise though to put the anchored object on a layer with 0,0 paralax..

    It's in it's own layer with a 0,0 paralax but it doesn't show up, according to debug it's just sitting at 736, 736 no matter where the camera moves. Even if I go to 736, 736 I can't see it but debug says visible is true.

    edit: My camera follows my player so original position in my layout shouldn't matter, correct?

    edit2: thanks! I got it working apparently position does matter the anchor keeps it in relation to where it is in the original viewport layout, so I need it in the top left of the dotted lines no matter what my actual view is doing.

  • Hi I'm trying to create a HUD for a sidescroller but I can't figure out how to anchor my life bar to the top left corner view of my camera, I've tried the anchor behavior but through debugging it looks like it's anchoring to the top left of my whole layout.

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  • Should have looked at the documentation better, there is a text compare...oops

  • I'm working on a quiz game and I would like to randomize the sequence of possible answers, since I have different text box's I can check the text box's number against the input. Likewise if I check the string in the text box against the answer string I can do away with any need for static positioning.

    Is it possible to read (and compare) the string in a text box?

  • Try this:

    OnEnterPressed(){

    if (object1.active = true)

    object1.active = false

    object2.active = true

    else

    object1.active = true

    object2.active = false

    }

    The system else event is used to create these toggle type of events. Since object2 is only set active with object1 is inactive, the else statement should work fine.

    Thanks! Else worked.

  • I'm not quite sure what you want to do, but I have some idea. Can you fix it with an else statement?

    I think the best solution is to use the System.TriggerOnceWhileTrue condition, which means that each object will only try and change the other when it is first activated. Then Maybe some kind of cooldown timer, depending on what you want to do.

    The trigger once seems like it'll help my enter press not be continuously evaluated, which is helpful, but it doesn't seem to help my main problem. I will attach a screenshot of my events for clarity.

    As you can see I'm trying to switch the visibility of two sprites if one is active it's visible and two invisible if two is active one should be invisible and 2 should be visible. Right now if I delete the second if then it works but there's no way to get back. I'm trying to set up a toggle on enter pressed, if that makes any sense.

  • I have an event that switches a state from active true to active false, but also sets another object to active true which sets the first to active true so I just get a loop and nothing happens. I'm probably not explaining well but basically I have something like this:

    OnEnterPressed(){

    if (object1.active = true)

    object1.active = false

    object2.active = true

    if(object2.active = true)

    object1.active = true

    object2.active = false

    }

    What I want to do as add a break so it only checks one if each time it is pressed.

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chris200x9

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