SullyTheStrange's Recent Forum Activity

  • Well, turns out the previous bug wasn't actually fixed. The bug I described only occurs when you change an extra control, not a default control -- I THOUGHT it was fixed because I stopped using extra controls in favor of default controls, as you advised. Now that I need to use extra controls again, I ran into the same problem. <img src="smileys/smiley6.gif" border="0" align="middle" />

    Sorry to keep troubling you rex, but could you take another look? You can use the example capx I posted on the previous page to see the problem, since it still doesn't work.

  • You're very welcome. Don't hesitate to come back if you have any more questions! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • db.tt/fOUjj1B9

    Sounds like this is what you want. Another small change: on Left mouse released, it checks the Stretching boolean of both bars to see if it's true or false. If it's false, meaning it's the old bar, it gets destroyed. If it's true, meaning it's the new bar, it gets the usual treatment.

  • Well in that case, a solution like newt's will work better. I'll try to set it up. Back in a flash!

  • Ahh, I see. <img src="smileys/smiley6.gif" border="0" align="middle" /> I wouldn't know about stuff like that. A workaround did occur to me, however, though I haven't tried it yet. Since the problem seems to be current controls interfering with reading in new ones, you could switch out all of the controls using rex's PlatformMP and an array to essentially disable them while you're setting new controls, then switch them all back in after you're done.

    I'll report back with results. This is the final serious problem standing in the way of fully user-customized controls, so this workaround might be the only option for now.

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  • I always just use the outside-layout trick. I guess it does look kinda sloppy, but then again, so is everything else in my life. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • db.tt/fOUjj1B9

    Here ya go. Very simple change: when you left click, it checks the value of bar.Count, which is how many instances of the bar object there are. If bar.Count = 0, that means there aren't any instances -- so create one, and start stretching that one. If bar.Count > 0, that means there IS one -- so instead of creating one, stretch that one instead.

    Hopefully this is what you were looking for!

  • Maybe you don't need more than one at all. If one is being destroyed the instant one is being created, why not MOVE the first one to where the second one WOULD be created? It's essentially the same thing, isn't it? If you post your capx I'd be glad to try and get it working for you. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Oh, you can use Construct? Wow, that's awesome. I was planning on sitting on the sidelines as more of an idea guy, maybe some art or music, since I'm not a good enough programmer to make a real game. If I have C2 in my hands... I might be the lead of the whole team! <img src="smileys/smiley36.gif" border="0" align="middle" />

  • All you need to do is use the 'rotate toward...' actions instead of 'set angle'.

    Wow... I never saw that. <img src="smileys/smiley36.gif" border="0" align="middle" />

    Good thing I never had to use this in an actual game or I'd be pretty mad at myself!

  • I just signed up for the one being hosted at my college, the New Jersey Institute of Technology. Can't wait to participate, it sounds really exciting. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I'm currently trying to implement custom controls in my game, using both the above Keycode plugin and the custom PlatformMP behavior. Unfortunately, there's a kink in it that makes it kinda impossible to do properly at the moment. We're still trying to work through it. <img src="smileys/smiley5.gif" border="0" align="middle">

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SullyTheStrange

Member since 26 Jan, 2011

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