fieari's Recent Forum Activity

  • I'm finding your question odd. I'm assuming you found the Application Properties menu, with the controls at the bottom, since you said you renamed them. Well, at that location, you can set what button to use as well...

  • Do you know what caused it? Fixing a bug that can't be reproduced is nigh-impossible, after all. I really want to make sure the devs have the info they need to fix this.

  • I'm not adding this to the tracker because I have NO idea what causes it.

    Sometimes, for a reason I don't know, the entire contents of an event sheet are replaced wholesale with another open event sheet. The event sheet being replaced was not selected when this happened. It's happened to me on a couple of different occasions. The most recent time was particularly annoying, as I didn't have a backup (stupid, I know) and I need to rewrite the sheet now.

    Anyone else have this happen to them? Any idea what might be triggering it?

  • Okay, I realize that debugging an entire project is probably too much to ask people. So I think I've reduced the problem here. The files in the linked thread don't perfectly mimic the situation I'm trying to reproduce, because in my main project, one of the sprites DOES fade properly. But I believe that the problem I found there is linked to my problem here.

  • Attached are two cap files that should do almost exactly the same thing, but don't. Load them up, and click the sprites on screen. (For the "fail" one, click multiple times)

    The behavior that SHOULD happen, and does on the "success" file, is that the animation will change to "Dying" and then it will fade away and be destroyed.

    On the "fail" file, however, the dying sprite is triggered, but FADE DOES NOT ACTIVATE.

    Look at the events for the two files. They are -exactly the same-, the ONLY difference being what triggers the event.

    What gives?

  • Construct doesn't, to my knowledge, have online support. What would you be downloading? How?

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  • If you don't mind me posting my entire project (which is still in early stages), you can grab it here: http://www.2shared.com/file/4740343/c801a7ab/dusts.html

    X is slash, C is stab, Z is jump. Kill a skeleton, and note that it fades away properly. Kill the plant thingy, and it... doesn't.

    The relevant code is in the CollisionHandling sheet, under the DestroyEnemy group. The Main event sheet is where the HP of the enemy you hit is sent to the debug text box.

  • I have two sprites belonging to the Enemy family, both of which have the Fade behavior, not activated at start, fade in 0, wait 0, fade out 300. On having their HP dropped to 0 or below, I have an event that sets Fade to activated.

    The event works for ONE of these enemies, but not the other. The condition that starts the fade is triggering (I made it set text in a textbox as a debug method)... it's just that the 2nd sprite isn't fading!

    The only differences between the two sprites, as far as I can tell, is that,

    A) They are different sprites with different animations

    B) One has the Tint Plus effect (but I removed it, and the problem still exists)

    What more should I be hunting for? What could cause this to happen?

  • Ctrl+Arrow would mimic behavior in some other editors. I'd go with that.

  • On the subject of tiled backgrounds, is there any reason you can't animate one? I have a tiled animation, and it'd be nice to be able to tile it without having many many copies of a single sprite, just for a background image.

  • I've submitted a bug report to the tracker, as it constantly crashes for me.

  • I -think- I understand what you're saying. I think it's bloody unintuitive, since I'd rather construct deal with one member of a family at a time, but I think I understand. Thanks for the help! I may disagree with how it works, but this is how it works, so I'll have to live with it.

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fieari

Member since 21 Jan, 2009

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