Rhindon's Recent Forum Activity

  • To answer your question, no I haven't been using the ViewportTop/Left expressions. My mind is drawing a blank - how would you employ them according to what you're thinking?

    So this is the only event line I'm using so far. As mentioned, I've tried using Touch.X and Touch.AbsoluteX (the difference being the distance the Button_Alog_Stick object is positioned away from the Touch coordinate.

    Here is the layout with the Button_Alog_Stick object highlighted.

    And finally, the Buttons_Steal layer highlighted.

  • It's definitely centered. In this issue, the whole object, when positioned per the current setup, the object isn't within the Touch vicinity at all. I'll get a video shot later today...

  • I'm trying to implement an analog (360° angle only...not "tilt") control for an on-screen touch controller for my game.

    The control "button" (just a flat circle) sits to the left-side of the screen on a 0x0 parallax layer.

    When I use the Touch object condition on the control button, I tell it to position the control button to the Touch X/Y coordinates.

    However, this results in the control button being positioned offset from where I actually touched. So, I tried Touch.AbsoluteX/Y...same difference aside from the control button being positioned differently than simply Touch.X/Y. Meaning...it's still offset from where I actually touched.

    I have a feeling that the parallax of the layer the control button is on has something to do with it but I cannot figure out a solution. Can someone help me understand why this is happening, please?

  • OH MY GOODNESS. I figured it out. I was setting the TargetY variable to Self.StarX and not Self.StartY.

    PROBLEM SOLVED.

  • VinniePin - That's a good question. I haven't touched the Collision Mesh; only the Collision Polygon in the image editor.

  • EDIT: I solved my own problem. It was an incorrect reference to an instance variable. (See my last comment below.)

    I'm working on a stealth-styled mini-game and, as expected, the Line Of Sight (LOS) behavior is employed.

    Instead of giving the behavior to the enemy guards (black circles with green+red eyes), I've given them to the red lines you see as in the screenshot below...

    Instead of projecting a single image to show the cone of the LOS field, I'm using individual lines that show how my character, Mr Spy (grey circle, green eyes) falls into that field of vision (the black and grey walls also work the same way).

    The polygon hitbox for Mr Spy is an 8-point "circle" for the sprite...however, even with that shape, the red lines clearly show a massive off-set of hit detection when using the LOS behavior raycasting and detection. Here's the setup at the Start Of Layout as well as the raycasting event lines:

    While this seems to work...it's obviously not working as I hoped. Some lines are going right through Mr Spy while others are acting like they're detecting raycast hit detection when they're (visually) not.

    Any idea why it's behaving this way? What am I missing?

  • & DiegoM - As always, I'm grateful for your assistance. This time, however, I must apologize, too, because I rather sent you all on a wild goose chase when the answer was - apparently - not related to the Tween or my variables. I checked the image of the Quad_HUD object again and I realized I had a second animation that - despite playing quite clearly in the preview of the game - I had missed entirely when I resized the first animation.

    Since the second animation was still twice the size of the new resize, when the animations were changed, they appeared to be starting out larger or smaller than their target Tween value. So when it was to Tween to a larger size, it was switching animations and appearing initially larger and thus Tweening smaller. At any rate, I've tested all the main areas and things are working.

    The only "bug" was in my brain.

  • DiegoM - I'm inclined to agree completely. I have continued to scour my variable but it doesn't explain why it will start a Tween at a smaller value and then Tween to its larger end value or vise versa.

    For example, as you saw, if I'm moving to the top-left Quadrant (#1) the MAX height for that Quad should be 45. But it will start the Tween at a value much larger than 45 and Tween its height smaller. In other instances it will start smaller and Tween larger.

    In addition, I've taken all instance of the objects and clicked the "Make 1:1" button just to make sure there was no residual issue when I resized the image art, itself (I've noticed in the past that can sometimes cause problems).

    I'll keep looking things over and checking my variables and finish writing the bug issue if I can't find a resolution...

  • In the project window, look for the HUD_Elements Family to find the variables being referenced here.

    The event lines are on the "E Gameplay" event sheet and are at event lines 218-230.

    The only changes made were

    - to the instance variable values that I made in the parameters window and not through the event sheet.

    - to the position of the objects on their respective layers.

    - to the original size of the objects before manually resizing them in the layout to set them for their initial size once the game is run.

    No changes were made to the event sheet. And it's only happening to TWO of the Family objects (the top two yellow "Quadrant_HUD" Objects). Everything else is working fine after getting their instance variable values updated.

  • DiegoM - This is the issue I'm having...

    As I mentioned in my comment above, the strange thing is that this is an issue only for on particular object instance and not the others that all are included in a Family and following the same exact action instructions.

  • ...yeah, that's not getting me anywhere. I am afraid I have only kept a single of the project and I'm unable to open it in older versions of C3.

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  • dop2000 - I will try, but I'm 99.999999999999% certain that it's not in my code. Since, as I mentioned, I changed absolutely nothing EXCEPT the object image sizes, the positions in the layout, and the instance variable values. That shouldn't break how the Tween behaves.

    The curious thing is, as I go about finishing the updates to the aforementioned details, all the other objects are working - it's literally only the Quad_HUD objects (the yellow squares in my mini-map) that are behaving like this.

    Off to test your suggestion...

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Rhindon

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