Candescence's Recent Forum Activity

  • Disregard my last post. IT WORKS IN r59! Not amazingly, but what the hell, it's a start.

  • I'm aware of that, but even when it DOES move (when moving left and right in the full example), it doesn't work either.

    Also, I'm pretty sure moving left with "accelerate at horizontal speed -400" and moving right with "accelerate at horizontal speed 400" is how it's SUPPOSED to work, because my attempts to accelerate via angle and decelerate using negative values work FAR WORSE than simply using negative and positive for left and right, respectively - anything else basically results in the PlayerSprite just moving to the left.

    Edit: I can definitely say that the problem still isn't fixed in r59.

  • Well, it's nice to see my example has at least caught some bugs, but there's still the problem of the very first event not working at all. I've tested to make sure. Hell, I moved the text actions from event 3 as a debug measure. Definitely not working.

  • Ah, apologies, I guess I should've explained. Here's what's supposed to happen:

    1) The spherical sensors, RotSensor1 and RotSensor2, when "OnGround" is true, are supposed to go to the sides of PlayerSprite. This obviously does not happen in the capx.

    2) The two sensors push out of solids.

    3) RotSensor1 sets its angle towards RotSensor2, which allows PlayerSprite to determine its angle.

    4) And from there, PlayerSprite is able to rotate automatically on slopes, Sonic-style.

    Hell, I'll even throw in a full capx with all the original events (not stripped down) so you can get a better picture of what's supposed to happen.

    In short: Neither of the two RotSensors move at all, therefore the PlayerSprite can't rotate. That's the main problem.

    Does this clear things up?

    sn't 'decelerate' the same as using a negative value for 'accelerate'?

    Eh, I don't think so. Left is supposed to be the negative value for 'accelerate', while right is the positive, I'm pretty sure.

  • Yeah, I can definitely say that, as of r58, the very first event of that capx still does not work, period.

  • I just tried that work-around. Doesn't work either, I'm afraid. Long story short, the very first event is not firing, period, for absolutely no reason. And I know for certain that the conditions are working fine, too, but...

  • Alright, I've updated the capx, and removed all unnecessary events. There are now only 7 events.

    The main problem is in the very first event, mainly its actions not working at all, so it shouldn't be hard to figure out what the problem is in debugging.

  • It's working now. Dunno what the hell happened there.

  • <img src="http://dl.dropbox.com/u/919275/Screenshots/DWLC2.png" border="0">

    Booth here

    Full-screen test for mobile devices

    While it's not as 'functional' as the original demo from last year, it's been re-done from the ground up, and far less of a botch-up than last year's, I hope. And you can play it in your browser, too!

    This is mainly because of the limited time I had to make a demo, period, and, well... I didn't want to miss this SAGE. On the bright side, however, you can choose your own music for battles! There's no boss battle to actually use the boss music, but I might quickly rig something up before SAGE is over.

    Current tracks:

    Normal Battle:

    • Persona 4: Reach Out To The Truth
    • Chrono Trigger Battle Theme
    • Chrono Cross Battle Theme

    Boss Battle:

    • Persona 4: Face Myself
    • Chrono Trigger Boss 1
    • Chrono Cross: Between Life And Death (Boss Theme)

    There is a rather bizzare bug that's been hampering my ability to develop this game, though. At some point, for no reason, the mouse conditions "Cursor is over <Object>" and "Left Clicked <Object>" have simply ceased to work entirely. Unfortunately, I don't have a clue what's causing the bug at all.

  • Hang on, it just occurred to me... What about Containers? You'd think they'd be an important feature to add.

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  • Since collision polygons are now ready, I immediately attempted to try and create a Sonic-style movement with them by replicating the method Davo showed me for Construct Classic, but I've hit some snags that shouldn't occur, according to the logic, which is, event for event, close as possible to the original (except for using a boolean variable, which doesn't make any difference anyway).

    Classic Cap (that works)

    C2 capx (that obviously doesn't work)

    The main problem:

    The rotation sensors don't work, obviously. They don't change position or angle despite the conditions being met. In short, the very first event does not work, period.

    Minor problems:

    * The 'OnGround' sensor pushes out a bit too much. It doesn't do this in the original cap.

    The other problems should be self-evident.

    Of course, there are a couple of other problems that aren't bugs and more 'missing features', but...

    * There's no 'decelerate' action for the Custom Movement. Why there is none is beyond me, honestly, it's practically necessary for any movement that needs the object to slow down gradually rather than stop on a dime.

    * I have to make separate events so the movement would push out of more than one object. Until families are done, a simple 'push out of solid' would suffice.

  • Families are already winning, so, Tile Map support it is.

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Candescence

Member since 6 Dec, 2008

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