SullyTheStrange's Recent Forum Activity

  • Hah. Better get working on PS4 support, Ashley. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Looks like it's working perfectly for me. They both get destroyed when I release the red over the blue and it spawns the tennis ball correctly. What's happening for you when you try to do it?

  • I couldn't tell you exactly what's going wrong there, but from the looks of it Construct might be getting confused that there's so many "Enemy"s running around. The problem's probably in picking instances of it. I have trouble with that myself, so I'll save us all the headache of me trying to offer a solution. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • ... Ohhhhhh, I understand it now. Okay okay, sorry about all that. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I replicated the problem with a new project, with the simplest instructions ever. I added a sprite, then deleted it -- in the Objects tab on the side, it's gone, but if you go to the event sheet and start adding an event, you can see that there's three previously deleted sprites in the "Add event" box.

    db.tt/PjH7X90P

    Of course, this seems to be a little... too simple. If no one else noticed this it might just be a problem with my computer. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • A similar thing happens to me, but the opposite; upon deleting an object, it's removed from the Projects dialog but remains in the object list when making expressions/conditions.

  • Can't stop players from cheating. In fact, why bother? It is their choice how they want to play the game. If they want to ruin their enjoyment by giving themselves unlimited health and money just to blitz through the whole game, let 'em. It is their choice.

    Focus your energy on something more worthwhile.

    I thought the concern was more along the lines of your work being stolen. Granted, the thief would have to be a C2 user, but it's still not a nice thought. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Yeahhh... Sorry for hijacking your topic, dcrew. <img src="smileys/smiley9.gif" border="0" align="middle" />

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  • Well, it's certainly not ideal and it doesn't always work, but it'll have to do for now. Thanks for the idea mate!

  • It seems that when using the "Simulate control" expression for jumping, it only works when on the ground. Which makes sense, of course -- but I'm trying to make my Mario jump off of enemies' heads after landing on them, which means he isn't exactly on the floor, so in this case it's working against me.

    How might I work around this? <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Definitely not useless garbage, Spade, that's a great idea -- and almost exactly what Yann put into his capx already. <img src="smileys/smiley36.gif" border="0" align="middle" /> Thanks a ton to both of you, seems like I won't have to wait for an official fix after all!

    And yes, Yann, I'm very appy. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Alrighty, I've basically got it working, except for one thing... What I'm doing is related to the score in my game. If the score is held in a string, is there any way to add to it? I was going to put it in a number variable and copy it over, but you're right, C2 can't have very large numbers. Which makes having the typical game style of very large scores... impossible. <img src="smileys/smiley6.gif" border="0" align="middle" /> Is there any way around this, or do I have to wait until they change that rounding thing?

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SullyTheStrange

Member since 26 Jan, 2011

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