Telyko's Recent Forum Activity

  • Maybe this thread refers to the same error.

    I'm not sure.

    Yup... At first glance it seems to be the same error, in a MUCH simpler way than what I tried to painstakingly describe ^^

  • Cassianno

    I really tried to make an example as simple as possible to understand but I'm not sure I succeeded:

    Here's how it breaks down

    If click on Character then Pick only this Character

    Character (UID = 1) and Character (UID = 2) (Same object)

    One Character is on top of Zone A, and second Character is on top of Zone B

    EVENT:

    Pick selected Character only (After click on Character)              < C2 IGNORES THIS
    	
    	If Character is over Zone A
    	OR
    	if Character is over Zone B
    	
    		If Character is 8-Directions Moving
    		OR
    		If Character is Pathfinding Moving on Path
    			
    			Hide Blue Square
    
    		If Character is NOT 8-Directions Moving
    		OR
    		If Character is NOT Pathfinding Moving on Path
    
    			Show Blue Square[/code:2u8kurzm]
    			
    So the fact that there are OR blocks in the middle of the event in sub-events, C2 ignores the "Pick only this instance of the object" instead it picks all objects so the behavior doesn't work as intended. The blue square should react only to the selected Character where here it's also affected by the 2nd one who's not selected. You pick a character, you move it over a zone, this should hide the blue square and show it only when character stops moving over the zone. But blue square is still displayed because the 2nd character which SHOULDN'T be picked is over a zone and not moving.
  • Ashley

    dop2000

    Woooow... I spent hours trying to understand what I was doing wrong there. I made a small .CAPX too and was about to post the bug when I saw your post with the flaming icon, and I was shocked to read a title I was about to write.

    So yes, it's a very annoying bug and I have made a small example too: https://www88.zippyshare.com/v/5KTgQmw3/file.html

    Basically, you have two identical characters, two zones and a blue square.

    If selected character is moving over Zone 1 or 2, hide Blue square

    If selected character is NOT moving over Zone 1 or 2, then show Blue square.

    (Move them with basic keyboard arrows)

    And here the bug is that, even if the selected character moves, while the second character is over a zone, the blue square is still displayed while it should be hidden.

    I know it's not something you can understand right away in 5 seconds, but after playing with it for a few minutes you understand that it's not reacting the way it's supposed to.

    I know you guys are working on C3 and the progress you've made so far is amazing, but I didn't think such a core mechanism wouldn't act as intended.

    [EDIT] : Indeed, the "simplest" workaround right now is to avoid using "OR" blocks combined with "Pick ...". The annoying thing is that it makes you multiply events unnecessarily...

  • Yes, this post is 5 years old, and even though I'm on one of the latest version of C2, it also helped me figure out why my sprite had delay before moving even tho the "Rotate" parameter is turned off. Thank you very much !

    So what's happening is, by default, there is a slow rotation used, and even if you set "Rotate object" to No, when telling the object to move along the path once it's been found, your object will still do like a ghost rotation, and that's what's delaying the movement.

    You can do the test by setting a slow rotation speed, then Enable the rotation, and if you tell your sprite to go left, then right, you'll notice it's taking its time to rotate, and that's what's causing the delay.

  • Thanks, I need that formula more often than I think and I always end up doing more complicated stuff than necessary.

  • Cassianno You are absolutely right! I checked and it works! I feel very stupid now. Lerp not even needed! Hahah

    Thank you very much for your help Cassianno!

  • Hello there I just wanted to comment on this aspect of game design. There are lots of games out there using this mechanism of "wait x minutes/hours to be able to play again". It has to be used in a smart way because if you study game design psychology and rewards system for the player, you will find that some mechanisms can be very frustrating to the player. And you don't necessarily want that, unless you've created Flappy bird, in that case Frustration is basically the core of your game, but I mean, it's ok to get the player frustrated if there is a real purpose for it besides simply telling them "you are locked out of the game for X hours, you'll be able to play again later". It doesn't serve any real purpose unless you're trying to create rarity and everyone knows what's rare is coveted. There might be another way for you to make the players go back to your game after a short period of time than simply "locking them" out of the game.

  • Hi there! Have you given a look at this excellent tutorial written by Ashley ? https://www.scirra.com/tutorials/73/sup ... reen-sizes

    Depending on the format in which you export your game, several tools are available to you. The best thing I could recommend would be to export it using Cordova, then download the Intel XDK software, and within it, you have a Simulate tab which will allow you to choose different phones and tablets between android and iOs. It will simulate how your game will look on each screen.

  • Hello dear community of C2

    I have a complex (for me) maths problem that I can't wrap my head around... I think it must involve using lerp(a,b,x) but I'm not quite sure how to achieve this..

    I have two objects. Object A must influence Object B.

    Object A moves from speed 0 to 100

    Object B has a size of 36 x 36

    Now I want the size of Object B to adapt according to the speed of Object A on a scale.

    The fastest Object A goes, the flattest and widest Object B gets. when Object A's speed is maximum (100) Object B must have a width of 150 from initial width of 36

    and height of 3 from initial height of 36 (kinda like a jelly cube which would flatten and spread then go back to its original size.

    So when Object A's speed = 0 Object B size = 36 x 36. When object A's speed is 100 then Object B size = 150 width x 3 height

    Which gives us:

    OBJECT A SPEED RANGE: 0___________________________________100

    OBJECT B WIDTH RANGE: 36_________________________________150

    OBJET B HEIGHT RANGE: 36__________________________________3

    If Object A's speed = 50, then Object B Width should be 57 and Height 16,5. How can I obtain both those numbers dynamically? I'm pretty sure lerp must be used..

    I'm not sure if the example I've used is very clear. My brain is melting even tho I suspect it's not THAT complicated

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  • Had the same issue. Couldn't export anymore. You should remain with the 227 version of C2 and 3400 of XDK.

  • "Whatever you do in life, there will always be at least two persons against you. The first, because you had the same idea but did it before him, the second because he is always against everything"

  • Double-Wow...

    That is one hell of an analysis you've done there! Sir, I applaud you with both hands.

    Perhaps the proper equation will be corrected in a future C2 version? (If my understanding of the thing is that it's "simply" maths that can be adjusted.

    Also, kinda related, something awesome I discovered a few days ago: https://www.youtube.com/playlist?list=P ... 61509B4EB5

    Wish I could do like in Matrix and speed-learn all of it...

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Telyko

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