helena's Recent Forum Activity

  • newt I was about to reply that I solved it myself with function call and passing on the stuff from the first selection as parameters. It worked. Thank you anyway.

    mindfaQ System - pick all. Interesting.

    Now this might be of help for other people.

  • Hard to write subject, but I hope I will explain better.

    Let's say we have 10 Sprites named Ball.

    At first condition we pick out the Ball objects that have one animation name set. It result in 3 Ball being picked out.

    So everything in the actions will only reflect to these 3 Balls as it should be.

    But what if I in the SUBSET want to identify which Ball have the variable "Falling" set to 1, but not within these 3 already picked but all the 10 again...

    Confusing yes.. I hope you understand me. Is there any way to do that?

    yeah, me with having same object for every different objects and separate them through animation names... Some are enemies, some are boulder that can set to be falling, etc... ugh. But it has to be done like this or the engine won't work well.

  • I solved another one of the tube bugs (where the soft camera scroll tween won't hit in, in about 5-10% of the tube uses), I think it is all solved now for the tube action! (just graphics left)

    Not uploaded yet. I want to fix more things/add animations. I have removed the scissors because I wanted to use the graphics for another enemy with another behaviour. (undestructable) This one is going to be fire graphic instead and I will draw graphics for that. (wish me good luck to catch natural flow of fire) So right now it is just one static ugly orange scribbling level 2 year old artwork.

  • I discarded that other debug work, never get it work. So I got back to this one. I solved it by adding a global variable. For the sequence of events I set the variable to 1, and then for next event, its condition is variable set to 1 (trigger once) and then end of it, set to 2, and so on. So NO ESCAPE!

    And then for the animation end, I replaced the condition with event like this:

    Conditon:

    TubeProcess = 1 - System: Wait 0.2 seconds

    (and)

    Trigger Once.

    Blank Subevent: System: Set TubeProcess to 2

    That did the trick for the animation length.

  • mudmask thanks! but really it is nothing new, it is a homage to BoulderDash originally but also to Supaplex. Superold and old game. Shows my age.

    rho, Jermfire thanks! I am happy you liked it.

    It is jerky, yes. Not perfect control yet. But it has been very much worse you should know.

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  • Hmm. just to set up that thing and actually use it and see if the error persists, I have to use the complex engine. So many things that depends on it.

    I would like to use an alternative that bases on timer instead for animation, but I could try to disable EVERYTHING that is not directly related to it. Rght now I am working hard with another bug, but I will return to this one later. Do not want to have two different versions.

  • I suspected that too.

    I had disabled all other "play animations" but it did not help.

    I can't share my code because it sadly is too convoluted to share simple capx as the game bases on special engine.

    I thought if I could let the events wait for same time length as the animation itself before executing the events. But I am not too well versed in how to pull this off. How would you do it? I thought of adding subevent, wait XX second to trigger a variable, and then run the "wait for animation to finish" event on the variable is triggered instead. But how to do it best..

  • Debugging of today did not work well.

    First trying to fix the issue of not respecting trigger upon animation's end, related to tubes. nope.

    Then trying to figure out the enemy escaping the explosion (even if it is "his" explosion), apparently the explosion+clearing events are too far down that the movement timing of 0.2 sec manage to move him to another space.

    Nope, it is not simple, it is grid based system, and everything are referenced from a grid array. It simply has to be like this so things moves orderly and simultaneous.

  • Are there cases where On Animation "xxx" Finished could not be triggered despite that I verified the animation has been started?

    I am having problems with that maybe 5% of the cases it is not respected and the chain of events get ignored.

  • +1 for dropshadow. (both soft and hard, transparent or not)

  • It is integer multiplier (letterbox integer scale). It is small if the next size is not big enough for your monitor. Maybe it could be that? Are you able to run 1024x683px? If not then it would get half down, to 512x341px

    If your resolution is higher than 1024x683 px then try to run the game in full screen browser. hit F11 (Firefox)

    I haven't decided which platform I am going to release this to, so I will adjust the final window size by then. I had the ipad in mind but I have also discovered it might not be ipad friendy game with the controls, it might be too hard a game to control with "onscreen joystick". I haven't came to that yet, I want to add game features and polish the game engine first.

    If it even come to that. With me you never know... HA! (no sound though because I am deaf so it is a tiny bit hard to even try to guess ;D)

  • I am so happy now! I have solved the tube bug! At least one of them. The one that let you enter the tube from the side and warps you to wrong location. It might have magically solved the other tube bugs as well, I have to test now.

    Took me 2 hours of debugging. As you can't add breakpoint on loops and triggers and you can't "run through every event" (pausing between every event) <-- I think so! I added lots of Browser Log entries with variable outputs and text on what's happening HERE.

    EDIT: It seems that the skipping of tween through tube still happens sometimes. Well. At least I know that!

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helena

Member since 1 Jan, 2014

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