sparkfeather's Recent Forum Activity

  • Thank you very VERY much for taking such time to create such a fantastic

    example for me, it really helped clear things up and I greatly appreciate it.

    I wouldn't have a clue make an example such as that so all I could do

    was try and estimate by counting.

    So would running an event 'every x miliseconds' be more accurate if I

    were trying to have something run consistently (say every 20 miliseconds),

    or would that be affected by the timescale, or would ticks be fine for

    something like that?

  • Hello, I'd like to ask a quick question if possible.

    I'm trying to workout if ticks is effected by timescale,

    so for a test I had it create an object every 300 ticks.

    I counted to 10 while timescale was at 1 to try and get

    the rhythm, then changed timescale to 0.2, and it seemed

    to then only take myself to count to 7 before a new

    object was created.....How does that work?

    If it is affected, shouldn't it slow down, not be faster?

    Is there any way to stop it being affected, or a method

    I can use to make events occur based on time in an easy

    manner, unchanged between timescales?

    Because I want to use timescale as part of the game, but

    I want some events to occur after the same amount of time

    without scaling because of timescale,

    I'd greatly appreciate any help I can get for this.

  • Well the actual main problem I'm having, is for some incomprehensible

    reason, when I create a weapon during the player animation, it freezes/lags

    before the conditions are met to create it (it's set to be created when

    the player reaches frame 3 of an attack animation, however the lag/freeze

    starts at frame 1 of the player animation),

    and then the entire game seems to be sped up a ridiculous amount,

    as it almost seems to skip to the end of the player/weapon animation,

    an effect I have that's created at a frame of the weapon animation,

    nearly disappears to fast to see it (so you know that it isn't skipping

    frames, its' going through them all too fast), and if I hold left or

    right during the half a second or so it seems to be too fast,

    the player launches off the side of the screen because of the speed.

    However, for some reason I've discovered that if I set off all the

    destroy actions for the weapon so that it doesn't get removed,

    the second time I attack the animation plays through at the correct speed.

    I can't understand how the existence of the weapon causes it to function

    correctly.

    I've verified that it's the weapon, because when I delete the weapon

    from the project, the characters attack animation plays perfectly when

    running the game.

    Also when I set to buttons to just create the weapon, and destroy the

    weapon (so that I know no other actions are being made/changed when

    it is created), and when I create the weapon, then do the attack command,

    it plays through the animation perfectly fine without any freeze/lag

    or speeding. But when I press the button to destroy the weapons and

    try to use the attack command again, it does that lag/freeze>speed action.

    I can't understand how on earth the simple existence of the weapon is

    affecting this and it's absolutely killing me, and wasting SO much time.

    I don't suppose you have any experience with this happening?

    EDIT:

    I've made a workaround, created a weapon above the layout on startup

    and changed a private variable, so the destroy events will check

    that variable and only destroy the new weapons that are created...

    It's stupid to have to have such a workaround, but it works...however.

    The hell?

    I re-enable the effect creation event, that creates an effect object

    at frame 3 of the weapon animation....and now the character is resulting

    in the same manner, freeze/lag then speed through to the end frame,

    before the character even switches to the attack animation??!

    EDIT2:

    I should also note that, unlike the weapon, with the effect object,

    if I don't destroy that, the freeze/lag/speed still happens.

  • When changing the animation, it causes it to pause for me,

    and it also changes to the same frame it was originally.

    So if it was at frame 5 of the idle animation, when setting

    it to attack it would change it to the attack animation at frame 5,

    and pause it.

    So I have to set my animations to frame 1 and resume it for them

    to switch the way I want them to.

    I ended up finding a fix for this (there were scripts setting the

    animation back to idle because the state variable wasn't changed

    to attacking). But It didn't fix my original problem anyway so

    (the one I was testing whether if not changing the state would

    fix it) =_=; Darnit.

    Thanks for taking your time to reply though, it's appreciated,

    sorry about having wasted your time x.x;

    Back to trying to find another way to fix this ridiculous issue D:

  • I have a ridiculous issue that I've been trying to solve for 2 days now,

    and I've gotten close to the source of the problem, but each time I've

    gotten closer it's become more confusing and impossible.

    (I seem to be extremely good at running into impossible issues in

    programs, =_=; )

    Anyhow, a question I would like to ask, and sorry but I'm unable to

    upload the project file for you to take a look at the actual project,

    but I hope you could help me with this problem.

    Here's a screenshot of the code area though

    <img src="http://i.imgur.com/UsY9H.png" border="0" />

    For some reason, when I toggle off the actions

    [Player: Set 'state' to "attacking"]

    How on earth is this happening?

    How can turning off an action below an event....stop the event working?

    When it's enabled, the event does work (animation changes and plays).

    I just don't understand it?

    Is this a known bug/bug/or, what?

    Please I hope someone can answer me, the time I'm having to spend on

    this is absolutely killing me, I'd appreciate any help at all.

  • Thanks a lot for that example, I wouldn't have suspected it at all but

    for some reason the actual sprite in that scene wouldn't work with erase,

    however copying it and pasting a clone allowed it to work....might be

    something to do how it was created in an earlier version, somehow?

    I created a new scene and made a test like your own and it worked perfectly,

    before going back to that tree file and discovering that issue.

    Anyway, thanks to your help I've got what I wanted working in my project,

    so thank you very much for your time and help :)!

  • Of course ^^;

    Sorry I thought I may have been missing something normal so didn't consider needing to share the .cap in first post.

    Here you are - ifile.it/9v1sb6e/treemask.cap

  • I've been trying to get this mask/erase working for ages,

    going through a lot of topics, but none seem to ever answer

    the necessary questions.

    Worked out though eventually that both images need to be on

    the same layer, and you need 'force own texture' enabled.

    This works fine, in the program area, however when you try

    to run the application, it completely ignores it.

    as seen here - (note: screenshot from someone elses downloaded test file)

    i.imgur.com/BIgZ3.png

    Is there some setting somewhere else that's missing?

    I'd really appreciate an answer for this.

  • Well I feel like a serious clutz right now =_=;

    I had thought that would work, so I turned off solid on the second object,

    however it still went through the floor.

    I kept fiddling through menu's looking for a possible solution,

    and at some point I realized when previewing the project and

    the object went through the floor after I had turned solid back on,

    that I had set it's collision setting to 'none'.

    However because I had already set it back to a solid now, I hadn't

    suspected that it would in fact collide with the ground with solid off,

    and just went back to hoping to find a solution elsewhere.

    However, I only realized all the above after you had told me it would work,

    and I tried again successfully.

    Thanks for the quick reply, greatly appreciated :).

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  • Hi there,

    I was hoping someone could help me.

    I'd like for 2 objects to be solid so they don't fall through the ground,

    however I'd also like them to be able to intersect with each-other.

    (So object #1 could move through object #2, but neither fall through object #3).

    Is it possible to have the objects collisions be separated with families

    or something of the like?

    I currently have platform behavior on both objects if that makes any difference.

    Hoping for positive replies, thanks for taking your time to read this.

sparkfeather's avatar

sparkfeather

Member since 23 Aug, 2011

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