rbailey83's Recent Forum Activity

  • The LiteTween2 behavior is active by default on your LightningSkillMenu sprite.

    When it ends after about 1 second of runtime, inst_Show is reset to false.

    So if you start the game and click the inventory too soon (say, after 0.8 seconds), then in 0.2 seconds the LiteTween2 ends and the inst_Show is reset, detaching those text objects from the menu sprite.

    I told you you should use Browser-Log. You could have quickly figured this out yourself

    Oh you have to add the browser object, i thought it was part of the system for debug and wasn't sure how to access the log to console. Thank you for checking that for me

  • I really doubt that this is a bug in C2 editor.

    Since you know now that the problem is with inst_show variable, add debug output (Browser-Log) to all events where it can be set to false or toggled.

    There may be lots of different reasons why you game behaves differently every time you run it (mistakes with local storage, for example), but it's impossible to tell without seeing your capx..

    I tried with the second skill menu just using the bare bones to get it to show with the sprite fonts and close button and still the same issue, not sure how to do the output browser-log. Created a capx with just the menu layout and events as other parts of the project have commercial behaviors being used. might have to run and close the preview a few times before it will show without the sprite font

    https://drive.google.com/open?id=1gsT1XnohTvJ5Fet5lAWBcPbLqW76_4_l

  • Are you previewing the same layout? If you are switching between different windows in C2 and then press F5, you may be running different layouts.

    So the problem is with two text objects missing? Run the game in Debug Mode, see if these objects exits, check their position, visibility, etc.

    Check if inst_Show variable is true, maybe it gets reset to false by some other event..

    it is the same layout i've made sure of that, I just switch between the menu layout and the menu event sheet tabs. I checked in debug and the times that it doesn't show the text the inst_show is not being set to true. But it is not every time. To get it to set to true I either just have to close and re-run or switch from menu layout tab to menu event tab and run or vise versa and then it does get set to true, but again if i close and re-run from that it then does not get set to true. Running it in debug mode from the menu layout tab it doesn't do it every time, sometimes i can close it and then re-run the preview and it will stay two or three times but on the third or fourth time it doesn't set the inst_show to true. When the sprite fonts aren't showing and it is not setting the inst_show to true the sprite fonts do still exist

    Tried it with the same setup that i have for another slide in menu option and it doesn't seem to have any problems with that one so it seems to be localized to just the new one, the lightning skill menu

  • I have created a slide in menu with lite tween. When I am on the event tab for the menu and run the game and click the button to have the slide in menu appear the sprite font + text, close button and button sprite over the upgrade will show but if I close it and run it again it will not show, however if I then switch to the menu layout tab and run it it will show but again if I close the game and run it again the text will no longer show until I close and switch back and forth between the layout and the event tabs for the menu.

    I always run the game in nw.js, tried switching it to the browser and the same issue. I also made sure that I have the most current version of Construct 2, and have tried closing Construct 2 and re-opening

    here is a screenshot of the events for the slide in menu. I don't think it's a problem with the events as it does work just fine until I close and re-run the game. Is this a possible bug or am I dealing with an issue in the events?

    Here are images of both working and not working

    Working

    Not Working

  • Shouldn't it be "Player_Box set Platform vector X" ?

    yep, I completely forgot that I had the player box, Thank you for that lol it works now

  • You can post a screenshot of your event sheet or a stripped version of the capx with just one platform object and nothing else.

    here's an image, I also tried adding the condition that arrow key is down

  • Could you share your capx?

    Because I tested the code I posted above and it works.

    it's got some commercial behaviors/plugins

  • You should decrease it if you want to shorten the jump.

    Player is jumping

    or

    Player is falling -> Set vector X to clamp(self.Platform.VectorX, -20, 20)

    Still doesn't make any difference on the distance the player travels horizontally, have played around with the numbers going both ways.

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  • Have you tried changing Vector X?

    Something like this:

    Player is jumping -> Set vector X to clamp(self.Platform.VectorX, -100, 100)

    just gave that a try but didn't change anything, even increased it to -200, 100

  • Using the platform behavior and right now the player jumps quite a far distance horizontally, vertical is good when holding down the right or left arrow key. I have played around with the numbers for all the settings and none of it seems to make a difference when making the jump. If holding down the right arrow or left arrow and then the player jumps they move about 256 pixels, how do I shorten that?

  • "make a grid with the size I am using for each tile and align each tile into that grid" is pretty much all there is to it.

    Also make sure your tiles are seamless to begin with, and that they dont "bleed" into each other.

    A picture of your tilemap would help diagnose any other issues.

    awesome, thank you. If I have any more problems i'll post a pic

  • I have tried the method described in a tutorial using shoebox to make the spritesheet for the tilemap, which has worked great so far, but the new separate tiles I have that I want to use to make a tilemap don't seem to fit together properly in the generated tilemap spritesheet. How would I go about making my own spritesheet for the tilemap in photoshop? Do I just make a grid with the size I am using for each tile and align each tile into that grid or is it more complicated than that?

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rbailey83

Member since 22 May, 2017

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