VonFirflirch's Recent Forum Activity

  • Aw fuf, it seems triggers still don't resume if you pause at just the right frame.

    Thanks anyway.

  • I will try that tomorrow.

    Thank you very much

  • Hello random person (Allow me to apologize if this is all a bit lengthy...)

    Basically, I've seen tutorials for pausing and tried to apply their method to my own game.

    Works fine... until Trigger Events happen, such as the good'ol classic case of : pressing left causes the character to face left even when pausing!

    So, at first, I thought "Well then, let's put everything at risk under a "is game not paused" condition, so that everything works out Right?"

    ... Aaaaaaaaaaand it did. I could feel a smile on my face. For once.

    Until my paranoid self got the better of me and started rapid-firing dat pause button, to see if it truly did work. Survey says : NOPE. We're still suffering from a bad case of Trigger Trouble!

    You see, I'm working on a very uninspired platformer that gets inspiration on things you've all seen before five billion times after they were done to death... for the first time... roughly an abonimation that would only see the light of day if the Mario, Kirby and Castlevania franchises got together for some nighttime fun... unprotected.

    And there's that one enemy that does just this :

    -Jumps when on the ground

    -Has a landing animation when it... well... lands

    -And goes back to jumping when that's over

    Problem is, if you just so happen to pause right when "->On Landed" should happen... it doesn't happen, our little guy doesn't get to experience their landing animation, leading it to awkwardly slide along the floor and if that doesn't look silly, I don't know what does! But I do know what this issue in particular does to me! ...'Makes me sad. But that's not exactly the most relevant thing in this whole text you probably want to see the end of, right?

    Anyway, is there a way to fix this that I'm missing because I'm stupid (as usual), or do I have to let the nice gentlemen that will play my "game" suffer because their is no way to have two trigger events play at the same time, that is... when I actually put up some kind of demo... at the very least... To see if this is even worth it in the end.

    10 years from now, probably.

    I'm just a bit lazy and unsure about my ideas, on top of being rather unhappy with everything going on (or lack thereof) in my life. Kind of funny I can't even muster enough motivation to do the one thing I could consider a realizable dream, heehee

  • Check the Audio object's properties : one of the option is Save/Load. I haven't tried but I think setting this to none is probably the way to go.

  • Nevermind, by fumbling around with the task manager, I somehow fixed it

  • No, it just resets the window's position and size without making it visible again (my only means of knowing its whereabouts is the fact that the mouse changes to the resize arrows like when you hover on a window's borders)

    But thank you anyway

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  • Can't you just have "sprbin", "sprladder" and all the others into one family, then give that family two variables (LastProp and AppendText) so that you only need to have this event once :

    Touch -----> Is touching Family -----> Set LastProp to Family.LastProp and Append Family.AppendText

    Sorry if I goofed again

  • I was handling that thing in a Castlevania style : layouts were filled with rectangles (tiled backgrounds that I named Zones) of different sizes which would have an influence on the camera scrolling.

    On collision with one of these rectangles, the Camera Global Variable would change to fit that Zone's UID (you have to make sure your player can't collide into several zones at once by spacing them, for instance, I had 16 pixels between each zones). Once that's set, another event would go :

    "If Camera Global Variable=Zone.UID"

    -->"Set scrolling X to Clamp(Player.X, Zone.X+[half of your resolution's width to ensure that you don't see the empty space], Zone.X+Zone.Width-[half of your resolution's width]. For the Y coordinate, just change X to Y and Width to Height.

    Now with that out of the way, I would have spawners everywhere I'd want enemies to appear (With a Text variable to decide what enemy spawns, a Zone variable that would be set to the UID of the Zone they're overlapping on start of layout, along with a few others, to have enemies behave differently for example).

    On collision with a Zone, a function would be called to have spawners do their thing : spawn enemies (which would also be given a Zone variable, set to the Spawner's own Z.V., when created) and destroy spawned enemies whose Z.V. isn't equal to the global variable anymore, if you avoided them or ran away for example.

    I'll try uploading a .capx if it's too confusing to read.

  • Can't you do "System" then "Global & Local Variables - Set Value" and have "[your family's name].[name of its instance variable]" in the value area (without the quotation marks, of course)?

    Did I understand what you were asking correctly?

  • Wouldn't the persist behaviour work?

    Anything that has it keeps its state when leaving and returning to its layout.

  • I'm not an expert, but here's a way you could handle what you're doing :

    Back when I was making something like what you're trying to make, I would give my checkpoints an instance variable that would depend on how far into the level they were :

    -Starting position would be 0

    -First checkpoint would be 1

    -and so on...

    Crossing one would set a global variable (with 0 being its default value) to that particular checkpoint's value, while also negating the effects of those with lower values so that you can't backtrack and stuff.

    At the beginning of a layout, the game would check what value was stored in the global variable and spawn the player on the checkpoint sharing that value. Any death would cause the layout to reset which doesn't affect music if I remember correctly.

  • Hello,

    It seemingly happened spontaneously, though I'm pretty sure I goofed up somehow, essentially wasting someone's time.

    Whenever I try to edit/create an existing/new family, the window opens, but it's invisible : I can still move it around, resize it and even close it. However as you might have guessed, it isn't exactly convenient to edit stuff when you can't see it (of course it happens when I feel like getting some work done xD)...

    I tried re-installing, it even happens on new projects, Resetting dialogs only resets the window's position and I apparently can't get options to pop-up with a right-click.

    Is there a keyboard shortcut to make it visible again? Or something else?

    Thanks in advance and sorry for the trouble if it's super easy to fix

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VonFirflirch

Member since 28 Nov, 2013

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