VictoryX's Recent Forum Activity

  • Been making some changes and working on changing the controls and implementing a grappling hook element. So the gameplay may be broken for a bit. But still enjoyable I think.

  • Thank you for the input. Worked great.

  • Is it possible to mask a sprite with another sprite? IE I have text scrolling across the screen and only want it visible in the bottom right corner in a box. Is it possible to mask out the scrolling text so it is only visible where the box is?

    Capx

    https://dl.dropboxusercontent.com/u/729 ... icker.capx

  • Thanks Ryan. I added a couple new levels there are 9 in total now. Also added a Title screen as well. Put in some new obstacles that will hopefully make the game more difficult as it progresses. So far I've been able to beat with dying 6 times. That damn tiny mover level is rough for me, maybe I can reorganize the levels as the difficulty seems to really spike on that level.

  • Save The Princess is a plat-former inspired by Super Meatboy!

    Made for fun and giggles it is only 7 levels of length so far. Just trying to make a fun and challenging game with few art assets.

    Will update as more levels are added.

    https://dl.dropboxusercontent.com/u/729 ... index.html

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  • Problem Description

    A INT variable with the value of 11111... that is 16 digits in length or higher does not post properly with a string attached.

    A INT variable with the value of 11111... that is larger than 16 digits doesn't store properly.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/729 ... ength.capx

    Description of Capx

    Contains 4 variables of the value 1111... repeating in differing lengths 15,16,17 and 18.

    Contains 4 groups with two types of displays a straight Set Text to Variable and a Set Text to a String+Variable that update every tick.

    Steps to Reproduce Bug

    • Create an INT variable with a value of 1111....repeating in any length greater than or equal to 16.
    • Create a Text Object
    • Set the text, using any type of event, to "String"&variable

    Observed Result

    ____ The variable flop16 posts as 1111111111111111.1

    ____ The variable flop17 stores as 11111111111111110

    ____ The variable flop18 stores as 111111111111111100

    Expected Result

    ____ The variable be posted as it is stored, and be able to store a repeating 1111.... past 17 digits in length ____

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    ____ Windows 8 ____

    Construct 2 Version ID

    ____ r200 Construct 2 Built at 14:47:58 on Mar 16 2015____

  • I have a variable "flop" it's a global number variable with the value as repeating 1's with a 16 digit length. "1111111111111111"

    I goto display it to the screen via a text object called "Display".

    So it's set up like this in the event sheet.

    Every Tick -> "Display"-> Set text to "CC: "&ccn

    With this code the number displays as "1111111111111111.1"

    However if I do it this way

    Every Tick->"Display"->Set text to ccn

    It displays the number as intended "1111111111111111"

    I don't understand why adding a string before the number variable would cause it to turn into a float all of a sudden and tag an extra .1 to the end of the number. Has anyone else run into this problem or is there something obvious I'm looking over here?

    I've done some testing and if the length of the "11111..." number is equal to 15 it works fine. If it is equal to 17 it tags a 2 at the end instead of a .1

    So it seems like it has something to do with the length of the number and the way it is being displayed?

    Also I've checked in the debugging that the variable is in fact the right assigned value. It never changes value while in the debugger that I can tell.

  • -Serious Input Delay: I'm not getting that on my end at all whether previewing in Construct or using the link provided. If you can give more details as to what input is delayed I'll look into it.

    -Hotspot: All the frames are the exact same size with the origins in the same spot. Maybe He is not dead center in every frame? I'll recheck in Photoshop to make sure he is dead center of every frame.

    -Run backwards- When I play MMX I can run backwards, so not sure why you shouldn't be able to with the keyboard.

    -Linear interpolation: I'm not really sure what you mean, could you clarify please.

    -Wrong Charge: I looked for awhile to find the proper graphic, but couldn't find it so used what I had. If you can find the proper charging sprite sheet then I'd be more than happy to swap it out.

    Everything Else: This is meant more as a learning tool for people who want to make side scrolling shooters in the same vein as MegmanX. The fact that an animation might not be 100% correct,or that a Jump and fall animation isn't the exact timing as the real game is not an issue to me.

    Thanks for all your input and I'll get to work on some of the issues you mentioned.

  • Next update will probably be incorporating the medium charge shot, dash, and wall jump.

  • Somehow the folder got deleted T_T. Back up and working now, sorry about that.

  • So due to the fact not everyone will have an Xbox 360 controller to plugin. I've now modified the controls to accept Keyboard and Xbox Controller Input. Which adds a nice bit to my Tutorials series about 'OR' blocks and supporting multiple inputs for games. So now the game should work as intended whether using a Keyboard or Xbox Controller. For a list of controls pleas see original post.

  • The game works with and Xbox 360 Controller only. It is not keyboard compatible. A few things may work with keyboard, but not everything. I'll look into slowing him down a bit see if I can't match the movement better.

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VictoryX

Member since 29 Aug, 2013

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