AnD4D's Recent Forum Activity

  • R0J0hound If the "For Each" is on, when the joystick is released, it reverts back to 0. Then again, the GamePad object doesn't have any values, so I had to gain that info by setting a variable to:

    angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))

    as I'm dealing with the right stick. Just did a quick test, however, and it appears to work fine for the left stick. Doesn't help me though, as I'll be using both sticks.

    Also tried this with the latest beta, and it's still a problem.

  • Problem Description

    I'm trying to control a physics sprite with a gamepad. I reached a point where I started working on an entirely different part of the game, and suddenly problems, where everything was previously working perfectly, started popping up! If seemingly any "For Each" event was used in combination with my code to change the angle of the physics sprite, the sprite will always try to aim to the right or 0 degrees. It's meant to still remain in the general direction it was facing... not return to 0 degrees.

    If I disable the "For Each" code, it works as intended. I thought it was because my original "For Each" contained the player sprite, so I changed it so it was completely disconnected, and the same error occurred. Tried on multiple devices running 216.

    Attach a Capx

    https://copy.com/puXdKs9PCtrA0Orr

    Description of Capx

    Capx shows a very simple game producing the problem I'm having.

    Steps to Reproduce Bug

    • Play Game with GamePad connected
    • Touch a button and move the right stick
    • Note that the player sprite will rotate, but always return to 0 degrees when you release the stick
    • Close the game, disable the "For Each" event(s), and play the game again
    • Note that the player sprite will rotate and will not try to aim back to 0 degrees when the stick is released

    Observed Result

    The Player sprite will always try to aim towards 0 degrees

    Expected Result

    The Player sprite should remain towards it's last angle, or spin

    Affected Browsers

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

    Operating System and Service Pack

    Windows 7 and Windows 10

    Construct 2 Version ID

    Release 216

  • Prominent I'll give it a go. Think I'm grasping the basics, but I was under the impression the code would be cleaner and better presented if it's being sold. I'm seeing disabled events, repeated use of "Every Tick", 70+ events just to get the character to move... and 29!!! global variables?!?!?

    Why not mainly local variables or instance variables?

    You already got my money, so nothing I can do about it, but I'd not recommend anyone else purchases it in its current state.

    Would you be interested in the final code when I tidy it up and allow it to be dropped into other projects with ease?

  • Just bought this, and I must say I'm very disappointed in my purchase.

    Sure, it looks good, but I thought the whole point of selling these little templates separately allowed people to easily drop the code into their games. Instead I have approximately 150 events that are completely wasteful. The time I could spend figuring out how to clean this up and reverse engineer it, I could have spent developing my own system.

    Why such dirty code? You don't even tell users the controls.

  • Agreed. I just happened to luck into the issue while testing. I only went back to an older layout by chance, and it could have been easily missed.

    Now I know about it, I can avoid it with ease, but others may not notice until it's too late.

  • Surely it makes more sense to remove that function if that's the case? Objects retain their initial settings, just not the layers.

    For ages I thought it was something I was doing wrong! Not a bug in the program that the devs can't be bothered to fix. Hope Construct 3 resolves this!

  • I have a game in which the default status of a layer is invisible. This is done through the level editor.

    During the layout, the game makes the layer visible, then changes to a different layout.

    After this, it goes back to the original layout. The thing is, this layout should be reset, I'd have thought. All the objects that were destroyed come back. All the positions are reset, etc...

    But the layer which was originally meant to be invisible, is suddenly visible. Am I missing a setting somewhere, where I can have the layers actually reset when the layout starts?

    https://copy.com/kHQYxbeqquDNNkmL

  • Does anyone know of a quick way to resize your event screen?

    I have my computer hooked up to a 32" full hd tv. Whenever I turn off my screen while I have C2 running, when I turn it back on again, everything is minimized to the left (meaning my events). It's as though the program is trying to accommodate for the resolution being smaller than it actually is.

    It's very annoying, and I need to scale everything back up every time.

    Anyone else get this, or know of a way to stop this from happening?

  • Sorry for bringing this up, but I wanted to ask... is there a reason we can't simply add in another sprite sheet or frame to the SpriteFont to use in order to change colour?

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  • R0J0hound - That had me confused for a moment. I was thinking "But dictionaries aren't objects that can be added to layouts." But I switched to a layout view as opposed to an event view, and yes, now I can clone them again.

    I then switched back over to an event tab, and the clone feature vanished. It's odd, because from the event tab I can still right click my object types and insert a Dictionary no matter what tab I'm on, but I must be in layout view to clone them (and it doesn't matter which layout I'm in).

    Maybe this is by design.

  • blackhornet How far into the project are you? I could do it in a fresh project, and even half way in, before I really started working on the dictionary file. It's now that I cant, and I was hoping someone was aware of something that would stop that happening. On mine, it's now a greyed out option.

  • Does anybody know at which point C2 stops you from cloning Dictionary objects? If you start a new project and add in a Dictionary, if you right click it, you can select Clone.

    I made it half way through a project, added in a Dictionary, added some variables to it, then cloned it before realising I wanted to add more data to it, so I deleted the clone. Now, here I am a couple of days later, and I now have it finished and want to duplicate it 2 more times, but can no longer do so.

    I referenced the data in this Dictionary 3 times, and have tried deleting these events to see if that helped, but unfortunately not.

    So yeah, just wondering if anybody knew how to clone Dictionaries, or what action stops this process from being possible. I now have to create multiple Dict objects and add in the variables one by one.

    This a bug, or by design? If by design, could someone please tell me the benefit to locking this feature?

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AnD4D

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