kittiewan's Recent Forum Activity

  • Did you check out Velojet's Building a Platform Game-A Beginner's Tutorial? He covers switching animations in response to platform events nicely.

    BTW, I had lots of problems with twitching characters when I tried to use a platformer behavior and a physics behavior on the same object. You need to disable one before using the other.

  • When you copy and paste a text object the text properties such as font, color, alignment transfer to the copy. However when you clone a text object, they do not. It appears that Clone Object Type for a text object is the same as insert new object except for the object name being derived from the cloned object. (EDIT: It will clone the instance variables and behaviors attached to the original. Just not the text properties.)

    To see the issue:

    1) Create a text object.

    2) Change the text, font size and/or color.

    3) Right click on the text object and choose the Clone Object Type item from the context menu.

    4) Click to place the cloned object. The text properties do not transfer.

    In contrast, this works well:

    1) Copy the text object created in step 1 above.

    4) Paste and then click to place. The text properties in the new instance are the same as in the copied instance.

    This is a relatively low priority since there is a workaround, but it is tedious when you have a lot of text objects you want to have the same formatting which you must perform over and over.

    EDIT: Also, I've seen the same issue when you have created a sprite, made some changes to size and opacity, and then try to clone it. The changes you made don't transfer to the clone. For example, I created a rectangle sprite that I faded and changed opacity to use for image buttons, but when I tried to clone them I ended up having to resize and change the opacity again.

  • So many choices... No, so many great choices! Good luck, everyone.

  • Unfortunately, just because you shouldn't NEED to do something doesn't mean you won't! (I speak from unfortunate experience here!)

    I should have made it clear in my previous post that Cut and Paste will work to move items, including global variables, from one sheet to another. Copy and Paste is where the danger lurks.

    If you copy and paste, rather than cut and paste global variables, and then make the mistake of deleting the original globals, you'll essentially trash any events that used those original global variables.

    Many people tend to avoid Cut and Paste, considering it more dangerous than Copy and Paste followed by delete, but in this case the reverse is true.

    I've reported as a bug that you can delete global variables without any warning that the conditions, actions and expressions that reference it will also be deleted. EDIT: Ashley says this will be fixed in the next build.

  • When you delete an object type <objectname> from a project you receive the warning:

    Deleting this object type will remove all actions, conditions and expressions relating to it, as well as all of its instances. Are you sure you want to delete the object type "<objectname>"? Yes/No

    However, when you delete a global variable you receive no similar warning. All of the conditions and expressions related to it are deleted. You can undo if you notice in time, but if you don't you are hosed.

    Please consider displaying the same type of warning for global variables.

  • You can copy and paste between two existing event sheets but keep two things in mind:

    1) Minor, but there must be something in the target event sheet because you have to right click on that something in order to be able to access the paste option. EDIT: Sorry. My mistake. You can paste into an empty event sheet if you use the paste option on the tool bar.

    2) Much more serious, if you copy and paste global variables between two event sheets in the same project, the variables created in the target event sheet will be renamed (for example, globalvariable becomes globalvariable2. Here's the problem. If you then go back and delete the original variables, you'll delete all of the events and actions that reference those variables! This is a side effect of the work Construct 2 does to keep your game always runnable.

    To get around that you can save the game as a project, and then replace the event sheet (which are XML files) with the desired event sheet.

    It goes without saying that you should make a backup copy before you do this!

  • Thanks. I was still struggling to get something done by tonight. Good to know I have a few extra days. I was reluctant to try the new version with so little time to go, but now I can.

  • So thrilled you stopped by, Adam. Sounds like you've got a great lineup in store for us. I'm actually thinking about a game tutorial that could make good use of just the topics you list. I may have to coordinate my releases with yours...

  • Wow! I didn't know you stopped by here, Chris. I am a big fan on your art and tutorials. Can't wait to see what you come up with next.

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  • I tried it in Chrome, Internet Explorer and Safari. The character is just black in Internet Explorer and Safari. I couldn't see his eyes, for example.

    I like the character (in Chrome) and the subtle environment.

    I don't have much patience, so for me the game got hard too fast. I got through the perfect jump level after many tries, but gave up in the next level when I kept impaling my head on the ceiling.

    You might want to make the levels easier at the start, but keep the player's interest with enemies, pickups or interesting things to explore.

    I hope that is helpful.

  • Randomly generating an angle is okay if all you want is the answer, but if you want to show the wheel rotating, you could take an approach like this one. I randomly generate an angle (number of degrees, then rotate the wheel that number of degrees and check to see what wedge on the wheel the needle overlaps.

    I'm sure it could be made much better with lerps and things. It isn't 100% accurate, but it may help you.

    WheelOfMisfortune.capx

  • Thank you for looking into it. This game was really just for learning, so I am not worried too much about it. However, I do want to use the pathfinding for another project. It is easy and fun to use.

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kittiewan

Member since 13 Nov, 2010

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