Alon's Recent Forum Activity

  • So... I did a test, I thought it may help you rhg1968 helping me :)

    I tried the exact same code as the image above, but I did 2 different tests:

    1 - I replaced the Instance Variable with a Local Variable = Same result (ignore the event sheet)

    2 - I replaced the Local Variable with a Global Variable = IT WORKS! (listening to the Event Sheet)

    Any ideas why only the Global Variable works is not ignored while Instance and Local variables are ignored by the event sheet? I'm curious because I would like to learn from my mistakes.

    Timer is still ignored on the event sheet = a mistory!

  • Yes it is an included one, and it is included on the main event sheet.

    I do this for better organize.

    Also, anything related to this creature (or other enemies) is ONLY on this event sheet, that's why I love the include feature so much.

    Yeah... I'm still scratching my head, I guess I'll have to stay with this error because I have no idea why it's happening, even when it's not related to the state machines it's still ignoring the event sheet and look at the Instance Variables properties as 1st priority.

    It's limiting me, especially if I'll need to change variables or Timers on the event sheet. :(

  • Thanks for sharing.

    I actually use multiple Timers on my project not related to this creature and all are working great.

    I just have issues on this specific creature's event sheet and not sure why.

    I even tried my luck on the latest stable release r120 with the C3 Runtime but not only that the game freezes after couple of seconds, I have SO MANY BUGS with the effects and the game looks like a mess so I got back to C2 Runtime until it will be stable.

    I'm not seeing anything on your timer that or on mine that isn't suppose to work, but maybe I can't see it...

    I don't know what should I try next, I mean for now it works without the timers, but it still ignores the set variable action on the event sheet which is not what I like when I'll need to tweak it later.

    It's like construct is looking on the Instance Variable properties as 1st priority, and ignore the event sheet but... WHY?? :|

    Also, of course... it doesn't make any sense why the Timers are not working and ignored as well on the event sheet, even if I change the order of these actions to the top of the event sheet = nothing!

  • Are you interacting with the wake up timer in any other spots in the event sheet ?

    Nope, my intention is that as soon as a stage begin (any stage that this creature may appear) the timer will start running on the start of the layout.

    For now I only used it here, but since it's not working... I disabled it.

    I REALLY rather use a timer instead of the variable anyway.

  • I also wanted to point out that if your expecting that timer to happen more than once it won't. The value of 8 is only being set once on the start of the layout.

    Yes, the idea is that it will work only once as soon as a the STAGE (layout) begins, not more than that.

  • True, the state-machine is a mess, the only reason you see same negative on other states is because it's the only way I could make it work after so many tests, and it is working.

    But I still don't understand why the Event sheet ignores the Timer or the Instance Variable... I'm so confused by now.

  • First of all thank you so much for trying to help kriand and rhg1968 I appreciate it!

    I bet you right and it is on something else on my "already confusing" event sheet, consider it's the first game I ever make while learning C3 (so far it'super fun!).

    To be honest, I rather just use a timer instead of the manual variable, so here is the state machine I made for the creature "Flymo" it is a bit of a mess, but it works.

    Maybe something in the state-machine makes the Event sheet to ignore the TIMER or the Instance Variable?

    Because it is weird that IT IS WORKING from the properties but not when I set the variable on the event sheet itself... any ideas?

    Here is my current update event sheet:

    The variable stops at ZERO as it should, it works great!

    BUT! it IGNORES what I set on start of layout 'On start of layout' set 'Wakeup_Timer' to 8.

    I even tried to combine the start event above on the state machine, no different.

    I'm still scratching my head why would the Event Sheet IGNORE the values, BUT still works fine as it's priority is to look at the Instance Variables properties?

    and why does the TIMER (disabled from line 166-168) does not work?

    If you have any ideas or a direction I could try, please share your helpful tips, THANKS AHEAD! :)

  • Any ideas, I just got rid of the 'Trigger Once' and it does stop on 0 so that's a progress, but

    it is NOW LOOP to the 'SLEEP' state once it's on zero...

    And the other REAL issue.

    Why the Event Sheet ignores the Start of Layout where I want to SET the initial value?

    I think it's the same error or bug why the TIMER behavior is totally IGNORED as well (you can see it's there disabled) that's why I made it manually with a variable.

    Any ideas or suggestions how to make the event sheet to NOT ignore the variable?

    I also tried this, Same issue:

    It's stuck on a LOOP, Once it's 0 it's getting back to "SLEEP" instead of "AWAKE" like it worked with the 'Trigger Once'.

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  • If you'll look carfuly in the image above, in line 171 I did set when it's LESS or EQUAL to 0 >>> Set to 0.

    So it's supposed to set it to 0 once the creature AWAKE.

    BTW - I did try to set it the way you suggested but it still ignores the SET to 0.

    But it is IGNORING this as well on the event sheet.

    I cannot understand why, but it makes everything much harder for me because the Event sheet ignores the variable, but NOT from the properties... so where is the error?

  • Hey all,

    So, I ran into this weird issue, I'm not sure what I'm doing wrong.

    I've tried to make a simple TIMER for the creature to change states from "SLEEP" to "AWAKE" and I'm not sure why it didn't work, nobody answered on my other reply so I tried something else.

    So I made a manually Timer using an instance variable for the creature and subtract 1 every second, simple and it works.

    THE PROBLEM:

    I usually like to set my initial numbers on my event sheet instead of the properties.

    No matter what I type on the Event Sheet to tweak the new instance variable for the timer I made, it's ignoring it and ONLY follow the one on the properties.

    I checked on the Debugger and it also keep counting down -1, -2, -3 etc.. forever, instead of SET to 0.

    So, what am I missing, what am I doing wrong that ANYTHING for this instance is ignored, but only works from the properties?

    And how can I fix that, please help?

    Thanks ahead! :)

  • UPDATE:

    I've managed to solve issue #1, the solution was pretty simple (I still have much more to learn)

    Basically I've added another sub-group so I can ONLY DISABLE it's input, but not all the PAUSE group:

    So issue #1 is solved and that's a nice progress for me.

    But issue #2 is more tricky for me to understand, because I still want to control with KEYBOARD or JOYPAD on a MENU selections but... these will also affect the player, sounds like a CLASH between the inputs.

    Any idea how I separate or FOCUS on the MENU SELECTION without affecting the player?

    I think it might be the same concept of sub-groups... but I'm still not sure how to do that, if anyone have any experience with multi-input control over each other please share your wisdom!

    In the meanwhile I'll try to solve this, but help is always welcome!

  • Hey all,

    I made a simple PAUSE for my game using the 'P' key to toggle which works perfect:

    As you can see on the image, I also disable the PLAYER's input for both keyboard and joypad while pause is TRUE. so far so good. But now I'm scratching my head for some issues I don't know how to solve.

    1 - I have some timescale affecting most of the game but not all, EXAMPLE:

    When the Player collecting a special object the game is PAUSE for a quick second, it will PAUSE the game except that MESSAGE SPRITE that appears with fade-in and fade out, than the PAUSE is false again.

    So it works great, BUT! I can interrupt it if I'll press 'P' while it happens, which I don't want the 'P' to be able to interfere this action.

    So how do I "BLOCK" any input of the keyboard so it won't affect this mini-pause during the game?

    2 - In some other point of the game I want the game to PAUSE, Show a MENU to let the Player select an option (with the arrow keys or joypad) BUT! as you can see the current PAUSE will disable the Player's input so I can't do anything.

    And if I will enable it, it will move the MENU OPTIONS WITH THE PLAYER... both will be affected.

    So how do I make only 1 input affected at a time, like a PAUSE MENU inside a PAUSE that I described.

    If anyone can help me solve these 2 questions I'll appreciate it, Thanks ahead!

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Alon

Member since 20 Feb, 2014

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