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  • That's strange. When I hit space on 1, it works fine, but when I hit it on 4, it doesn't work at all.

    But if it works for you... That's just odd.

    Edit: NOW IT WORKS?! Okay, now that's even more weird! The only thing I changed was add a 'SelectionTimer' condition, but... That shouldn't have... Gah, I can't think, it's way too late, I need to hit the hay. >_<

  • Yeah, can't really strip it down any further, sorry.

    Though, I realized why the B conditions weren't firing, mainly to do with the "SelectionTimer" variable not decreasing via DeltaTime when above 0 as it should be (it does decrease in the original project), mainly to prevent key presses from skipping over menus. So THAT is not a bug, I fixed it.

    But the fact that the Space key condition doesn't fire with the Item selection is still the main problem.

  • That... MIGHT be a little tricky! The capx as it is, well, is more or less stripped straight down from the original project. It's hardly that much. I've stripped the whole thing down even further to what should be the most essential events for the cap to show the problem - it should be to the point where it should be easy to determine whether it's a bug or a logic problem.

  • Thing is, the 'On B pressed' events should be working fine. They work perfectly in my original project, that's for sure. The parent events should not be conflicting, period.

  • > Thankfully, due to Construct 2's ability to transfer events and objects between caps, it's MUCH easier to reproduce the problem in an isolated cap.

    Has that been fully implemented? I thought it wasn't finished yet.

    Oh, it works. Though, I had to copy events within the original project and remove certain conditions/actions to actually make it work with the new cap, first. But copying objects works perfectly.

  • I've encountered a strange bug involving keyboard conditions not working when coupled with local/instance variables. It's quite bizarre. Thankfully, due to Construct 2's ability to transfer events and objects between caps, it's MUCH easier to reproduce the problem in an isolated cap.

    Basically, the "attack" option works, but you can't exit out of the attack menu with B, and space bar doesn't work when trying to select 'item'. Mouse controls work perfectly, however... Though, in my project, at some point they stopped working entirely in that one layout. Strange.

    Example capx

    This problem was more pronounced in earlier caps, forcing me to use workarounds (such as layer visibility, which kinda has been rather useful in other ways), but at some point it became simply unfeasible to work around stuff by the point I hit the 'item' problem.

  • Well, of course, it seems Collision Polygons, Physics and Families are gonna come first. I'm in no rush, personally!

  • Right, since Ash has stated that Tile Maps are on the to-do list and likely to be among the first four new features to be introduced within future updates, I figured it might be idea to start a discussion on the sort of features such an object/plugin might have.

    Here's my personal list:

    * Support for Tiled tile maps (Tiled is a solid editor with plenty of features, such as layers and tile properties, and it uses XML)

    * Support for orthogonal, isometric and hexagonal maps

    * Tile layers (could be integrated with Construct 2's existing layers system)

    * Multiple tile sizes in a single tile map, or grouping tiles

    * Polygonal collisions for tiles (polygonal collisions are gonna be done first anyway, why the hell not)

    * Animated tiles

    * Being able to modify tilemaps at runtime (replace, destroy or add tiles, these can have gameplay purposes for sure)

    * Highlighting tiles and being able to save tilemap data at runtime (for stuff like level editors)

    I think I might've missed a few, but this is a good enough for now. Not like the devs need to add all these features in one go, that's a bit much! <img src="smileys/smiley36.gif" border="0" align="middle"> The very fact that Construct 2 is getting tile map support is wonderful enough for us peeps who like to work with that kind of level design.

  • Looks like the top four so far, are:

    1) Collision Polygons

    2) Physics

    3) Families

    4) Tilemap support

    While I personally think physics are unnecessary right now, the rest are what I want most as well, so I can't complain.

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  • Goddamn it, I can't choose more than one, can I? XD I decided to just go with collision polygons, but families, tilemap support and global objects are just as important to me, personally.

  • Sadly, with each new version, Adobe appears to be deliberately crippling Flash in its capacity to perform its original purpose � vector-based animation � to try and get people to use it for what they want, which seems to be websites. Hands up, everyone who thinks this sounds perfectly reasonable. Anyone? No one? Good.

  • Ah, I must've missed that topic, haha. Hopefully it'll be done soon.

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Candescence

Member since 6 Dec, 2008

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