BabyCave's Recent Forum Activity

  • Thank you!

  • Remove just the last letter or character from a string?

    I made my own keyboard for a player entering choosing their name, and I've made it so they can add letters, but I'm trying to get the "delete" button to work now.

    Basically I want to make it so that when a player presses the "delete" button, the Dictionary Value that contains their "name" ,for this example, say the name is "Atticus", changes to have the "s" removed, and becomes "Atticu". If they press "delete" again, I want the Value to then become "Attic."

    Please help!

  • Closing, your project has 100 events so there is little evidence it's a bug in Construct 2 and not a mistake in your events.

    Okay. I'll resubmit. Didn't realize I needed to have a small number of events to report a bug. Sorry about that.

    I do feel that the fact that, by simply replacing the only event which references LT/RT to reference a difference button you can get the event to work, would indicate it's an issue, but I understand why having 100 events would be too many to look through to verify this. I'll try to make a smaller, simpler evidence of this.

  • Crap. I am using Firefox. Is that something we can expect a fix for, you think, or is that just an inherent flaw in the compatibility?

  • Hey all, I posted this in bugs a few days ago and haven't gotten a reply yet. I'm hoping that someone here can help. I'm just going to copy/paste my original post here:

    Problem Description

    There seems to be an issue with assigning actions to the Right Trigger using a gamepad.

    I tried to set a Parry/Block animation to the right trigger of a gamepad, and when I ran the layout, nothing happened.

    I then noticed that when I pressed up on the Right analog stick, the action I assigned to to right trigger occurred.

    I switched the even from "On button pressed" to "while button is down," and the same issue persisted.

    I wondered if it was my gamepad, so I switched the event from "Gamepad 0" to "Gamepad 1," while I had a second gamepad plugged in and functioning, and the right trigger did nothing on the second gamepad.

    I also tried switching the event to trigger on the left triggers of each gamepad, and nothing occurred, however when I switched the event to a button (y or b) or the left and right bumpers, the ParryBlock animations were triggered properly.

    Attach a Capx

    This is the Capx for my project: https://www.dropbox.com/s/szjxvd9fohbx0 ... 20Bug.capx

    Description of Capx

    I only have one event sheet, and the specific event is number 24, under group "Player1Controls" I starred the specific event.

    I'm creating a beat 'em up, and I want the right trigger to initiate a Parry to Block animation. for each character. I was starting to assign the animation itself to the first player when I noticed it wasn't responding.

    Steps to Reproduce Bug

    Start computer with gamepads plugged in.

    Open Capx.

    Run Layout

    Press Right Trigger

    Observed Result

    Nothing happened, when it should initiate animation "ParryBlock" for object "Greatsword" With variable value "Instance" the same as Object "PlayerBox1."

    Each of the other assigned actions to the gamepad are functioning.

    Expected Result

    Player1 (blue) should perform animation "ParryBlock."

    Construct 2 Version ID

    Release 173 (64-bit), running Windows 8.

  • Problem Description

    There seems to be an issue with assigning actions to the Right Trigger using a gamepad.

    I tried to set a Parry/Block animation to the right trigger of a gamepad, and when I ran the layout, nothing happened.

    I then noticed that when I pressed up on the Right analog stick, the action I assigned to to right trigger occurred.

    I switched the even from "On button pressed" to "while button is down," and the same issue persisted.

    I wondered if it was my gamepad, so I switched the event from "Gamepad 0" to "Gamepad 1," while I had a second gamepad plugged in and functioning, and the right trigger did nothing on the second gamepad.

    I also tried switching the event to trigger on the left triggers of each gamepad, and nothing occurred, however when I switched the event to a button (y or b) or the left and right bumpers, the ParryBlock animations were triggered properly.

    Attach a Capx

    This is the Capx for my project: https://www.dropbox.com/s/szjxvd9fohbx0vz/Controller%20Bug.capx

    Description of Capx

    I only have one event sheet, and the specific event is number 24, under group "Player1Controls" I starred the specific event.

    I'm creating a beat 'em up, and I want the right trigger to initiate a Parry to Block animation. for each character. I was starting to assign the animation itself to the first player when I noticed it wasn't responding.

    Steps to Reproduce Bug

    • Start computer with gamepads plugged in.
    • Open Capx.
    • Run Layout
    • Press Right Trigger

    Observed Result

    Nothing happened, when it should initiate animation "ParryBlock" for object "Greatsword" With variable value "Instance" the same as Object "PlayerBox1."

    Each of the other assigned actions to the gamepad are functioning.

    Expected Result

    Player1 (blue) should perform animation "ParryBlock."

    Construct 2 Version ID

    Release 173 (64-bit), running Windows 8.

  • Replace event 32 with 'For each' Strawberry. Whenever you get weird results from multiple instances, it tends to be an implicit picking issue. You can only get away without a 'For each' if ONLY the same object is referenced in the event/action. The second you add any other object (StrawberrySight in this case), you have to explicitly cycle though each instance. The issue here (I think) is that Strawberry 3 & 4's line of sight overlap, so there is confusion on which Strawberry/StrawberrySight are picked to act on.

    My general rule of thumb (as C2's picking can be confusing), is to always use a 'For each' to cycle through instances, and then if I care, try toggling them off to see if they are needed when I'm happy with the results.

    Oh my god, you're a wizard!!

    Thank you so much!! I had no idea that was even a condition!!

  • Hey all!

    I'm hoping someone can help me with an issue I'm having. I'll try to describe my issue, and I'll post a .capx below.

    I'm working on a gamejam, and my game is acting kind of buggy, and I'm hoping someone can help me pinpoint the problem. I've been at it for two days, and I'm going nuts trying to get this to work the way I want to.

    The player is a were-banana, and can exist in two states: transformed or not transformed. The player changes between states by pressing Space.

    Basically, when the player gets close enough to a strawberry, it turns to face the banana, and the strawberry's field of view is supposed to be mirrored when the strawberry is mirrored, and not mirrored when the strawberry is not mirrored.

    The issue that's happening is that if the player walks across the screen in an untransformed state all the way to the right, and then comes back to the left, the third strawberry's field of view gets wonky, and won't mirror properly.

    I think it has something to do with the "serial" instance values between the Strawberry and StrawberrySight objects. Originally I had them set as numbers, and if the strawberries weren't killed in order of smallest to greatest value, their field of views would get skewed and not act the way I wanted them to. I tried to change them to strings, but I'm pretty sure they still have a certain "least to greatest" value, because they're still wonky, and occasionally don't mirror properly.

    Also, if you beckon a strawberry so it sees it's fallen friend, it will run to the fallen friend and cry. If you leave the crying strawberry and walk past the remaining strawberries, their fields of view don't mirror when they should either.

    Anyhow, this: https://www.dropbox.com/s/ctlurxsr0cwav37/Were-Banana!.capx.backup1 is the .capx for where I'm at now. If anyone can help me figure this out, I'd greatly appreciate it.

    I have my events organized in groups and labels above what the functions are supposed to do to the best of my ability. This is my second game, so I'm sorry if it's a little messy.

    The controls for the banana are:

    Arrow keys to move

    D while untransformed to wave at a strawberry (makes them either follow or stop following you if they see you and you are facing them)

    D while transformed to attack with your hand (should kill the strawberry)

    D while transformed and jumping to kick (also kills strawberry, but I have to make the hitbox easier)

    The banana can only jump while transformed, and will move faster while transformed as well.

    Thank you so much!!

    • Scott
  • This was my first GameJam, and it was a ton of fun! I'm working on MonsterMash2014 now!

  • Hey all, I just had a quick question, a few people mentioned to me that they couldn't get my game to load.

    I asked them what browser they were using, and it appears they were all using Safari.

    Is this a common issue?

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  • Nevermind!

    I saved a blank project to get the files from.

    Thank you!!

  • Can I just delete these folders? I'm not sure what the icons and loading logo are supposed to be.

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BabyCave

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