drpool's Recent Forum Activity

  • I guess the account has quite a lot of restrictions, at startup construct2 tries to do (e.g. write) something it is not allowed to do under this conditions.

  • +1 for both from me

  • Hi,

    I have some questions, regarding the use of construct2 that I could not find in the examples, tutorials... I don't want to create separate topics for each as they are small

    Regarding the use of the event page

    1) OR Condition missing

    As far as I understand adding another condition to an existing one is a AND operation. What I often need is a OR operation. I can do it with a workaround, but I feel it should be far easier to do. See the cap here:

    http://dl.dropbox.com/u/40417570/Tests/questions.capx

    2) Else Condition missing

    Similar to 1) Creating an else case for a complex statement is basically duplicating code (and inverting it)

    3) Local Variable appears in wrong scope

    Example: I create a for loop and another for loop inside. I then want to create a local variable in the inner for loop. I highlight the inner for loop and select add local variable. The variable is created in the scope of the first loop. (see the capx above)

    4) No booleans in local/global variables

    Topic says it all. I can't find it. Why?

    Possible bugs (not event page related)

    5)Flash effect doesn't work for text elements

    create a text object. Add a Flash effect. Run-> text not blinking (not visible at all)

    6)How to manually trigger fade effect

    Add fade behavior to sprite. Always gets triggered at object creation. How can you trigger the fading with an event? It's used in the lazer version of ghostshooter, but here objects (death flash) are created on events and then fade out, that's something else.

    7) object time scale doesn't work on all objects

    While it works well on the player (having the 8-direction behavior). It doesn't work on other sprites. See example capx above. Note that I used delta time (dt) as in the tutorial here:

    http://www.scirra.com/tutorials/67/delta-time-and-framerate-independence

    Thanks in advance for helping me out.

    Ps: the preview button in the "create new topic" in this forum doesn't work either...

  • Surprisingly I could not find anything in the forum pointing to this. There is a similar (closed) bug though.

    Easy to reproduce, no capx needed.

    1) Open contruct2

    2) in Event Sheet try add Condition "System->Compare Variable" (there is none)

    3) Press the go back button...

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Combo requesting item out of bounds

    Condition: false

    File: Projects\Parameters.cpp

    Line: 1073

    Function: class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > __cdecl CComboBox2::GetItemTextAt(int) const

    Build: release 67 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Wow, that was quick. Thanks a million. So it was the dummy object that one needs to create outside for using dynamic objects. Good for pointing out the loop overhead, I feel abit stupid now though :-(

    I still don't know the use case of system->trigger once but I'll try to avoid it now...

    Michael

  • After playing around with a single sprite version (having the same problems) I found out that the System->TriggerOnceWhileTrue condition doesn't do what it should (trigger animation only once .. for each sprite)

    I changed it to set a bool on each sprite (flashing) which basically should be the same, however here it works.

    http://dl.dropbox.com/u/40417570/Tests/SingleSpriteWeirdBehavior.capx

    I did the same for the multisprite project with some more astonishing results. All sprites except one (the first created?) work ?!

    http://dl.dropbox.com/u/40417570/Tests/MultiSpriteWeirdBehavior2.capx

    I really like this toolkit, but it gets rather fast frustrating to work with.

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  • Sorry to come up with this again. But I'm facing a problem that seems to be a bug to me. I updated the solution given before to stop animation (blinking effect in sample) if the player leaves the field of sight. It works well with the given 100 pxl but when changing the range say to 200 things become ugly. Now often the animation is not triggered but the enemy moves towards the player (which in fact should never happen). I added a global variable "Range" to easily updatate the value. How can the distance between the player and the enemy have such a strong effect?

    Thanks for any help.

    Ps: What is the best approach for something like an else case. So far I just copy the previous condition and invert the statement but this seems very inefficent to me (code duplication).

  • Thanks alot Kiyoshi, it works pretty well, even though there are still some issues but the big question about how you can reference items from other items is answered (using the UIDs). That will help me alot.

    (Btw. the link refers to something else, but using the address I could download the project.)

  • Hello Guys,

    I have problems controlling composite entities. What I need is an object consisting of multiple sprites. The reason for that is that each sprite should start its animation in parallel. Example: Enemy consists of leg sprite and torso sprite. When the player gets near it should start walking in the direction of the player turning on movement animations of leg and torso sprites.

    Here is an example project that doesn't do what it should. For each torso (redSprite) I create a leg (greenSprite) and pin the torso to the leg.

    dl.dropbox.com/u/40417570/Tests/MultiSpriteProblem.capx

    Movement animation is symboled with the flashing behaviour.

    Problems:

    • multiple legs are spawned for each single torso (!?)
    • torso doesn't move with legs
    • torso doesn't start its animation

    The main problem arises with the need of multiple enemies of the same type. I got everyting working with only a player and one enemy.

    The examples I've seen that use multiple enemies only do basic stuff (moving a single sprite, no animation).

    I would appreciate any help!

    Michael

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drpool

Member since 5 Nov, 2011

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