Colludium's Recent Forum Activity

  • fishbottle (& R0J0hound), funnily enough I have just reverted back to using the Canvas plugin for something I'm testing through CocoonJS. I had a selection of Paster tiles covering the ground onto which I was pasting battle scars and other visual effects. There were about 100 tiles... Initially all went well with my testing then something happened - I presume I exceeded a memory threshold or something by adding a sprite (~50mb was being used on desktop according to debug, unfortunately my testing was too infrequent to be able to identify what it was that I changed to cause this).

    All of the blank canvas tiles appeared corrupted with pasted parts of random image files (some from my game and others from apps that were installed but not running on my phone!). I would be very interested if anyone else has had this experience (I tested on 3 different android devices with the same problem evident on each).

  • If you're looking to test that a specific key is not down then I would do as stated above.

    If you're looking to test that no keys are being pressed then that's not quite as straight-forward. This is all I could think of - I hope it works for you.

    <img src="https://dl.dropboxusercontent.com/u/184657779/C2_demos/keynotdowntestusingkeycode.png" border="0" />

  • Only subtract whole numbers from your Ammo_Total global variable. Then have an every tick sub-event somewhere convenient:

    If Ammo_Total < 0 then Ammo_Total = 0.

    Edit - I see I'm too slow at typing again...!

  • RamPackWobble,

    Err - no! My mistake - it appears that I need to go back to the manual (again!!). I have also encountered OrangeFlash81 's problem before and just assumed that this was the case (a system create object never causes the non-setting of attributes as shown in the OP).

  • OrangeFlash81,

    Just so you understand why your method didn't work: when you use a spawn, the spawning object's attributes are inherited by the created object. This includes the object's angle (so, on your example, I'm guessing that the Boombox was set at 90 degrees for all of the bullets to travel downwards). This spawn action overrides any immediately subsequent attempts to change these inherited attributes. Son any attempt to change an angle after a spawn will never work.

    A crazy alternative method would be to create 8 invisible gun objects and pin them to the player, with each one set at 45 deg to the last. Then, when you shoot, you just have one line commanding "gun: spawn bullet" - the event system will select all guns and spawn all of the bullets for you.

    Hope this helps!

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  • AnD4D,

    Does this work for you? It sets the physics rotation speed according to the angle difference between the mouse position and the sprite angle:

    capx

  • I appreciate the effort and sentiment here with this idea. My 2 pence:

    I think that theme 1 will be make or break for participation from the community, so it might be worth having a Ludum style vote-off to generate interest and a feeling of ownership for those that vote. I also think that it would be better if it were centred in the forums rather than on an external site (good effort putting that together, though). If i wasn't participating then i could easily glance in and see what's going on. Facebook and twitter nonsense could be done through Ashley and Tom I guess. If it becomes a separate entity then it could slide into oblivion....

  • I've also found that Wait and Timer triggers sometimes fail to fire even though the logic of the events looks good. I've also had them stop working for no reason after I've been working on a different part of an event sheet, but nothing consistent enough to put in a bug report for proper analysis (only enough for me to occasionally moan about it! <img src="smileys/smiley2.gif" border="0" align="middle" />).

    My advice would be to do 2 things here:

    1. Add a tripple event containing (1)Sword is on screen Inverted - AND - (2)Swordbull... is on screen Inverted - AND - (3)Trigger Once. Use this to set a variable "player_can_fight_time" to "time + Player.WeaponRespawn".

    2. Check player_can_fight_time < time as a pre-event to your key down checks (in place of the WeaponLaunched = 0 check). That should do it.

    Good luck! Like I said before, I've often found that once a game becomes very complicated with lots of time checks and trigger checks, the triggers sometimes get missed. This has resulted in an enemy not shooting at the player, for example (which can just about be excused) or something like the above problem where the player can no longer interact with the game (= fail!). This time check using an object variable technique might seem to be a pain at first but I've never found it to let me down (I rarely use Wait and don't use the Timer any more and I don't have to solve problems like this either...).

  • The image has a missing letter: line 5 after letter 12 it's missing "?" - or the character set is incorrect. Either way there's a mis-match. There might be other omissions but my Japanese is rather non-existent!

  • I don't think C2 has ever detected collisions between objects and particles. Is it possible that previously C2 triggered the event by detecting an overlap of your bullet and the particle emitter (C2 will allow a check of an object overlapping a particle in events, but you cannot check for a collisions/overlap of a particle with something else)? Someone else came on the forum a few weeks ago with a similar question IIRC. The processing overhead would be too great with any reasonable number of particles to check...

  • If I were you I would email Ludei support direct and report it as a bug. Best chance of getting it fixed or finding an answer IMO.

  • As soon as the system receives the command "Go to layout..." it switches to that layout and the associated event sheet - the set position functions you have never get seen... You need to put a command "On start of layout" in the appropriate event sheet to enable those set position command to work. I would probably use a global variable to determine which spawn position to go to if the event sheets are common between the layouts.

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Colludium

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