helena's Recent Forum Activity

  • I think I need to ask better question.

    Imagine you have gamepad that output the d pad in analog values on axises.

    But what you want to have is to have digital values!

    What I want to have is when D-pad up is pressed: UP=1, D-pad Left = LEFT=1...

    and if pressing on angle, then UP and LEFT = 1 rest 0 so to say.

    How can I transform the axises into outputting those binary values?

  • Hello.

    I have added events to make the movement a little more responsive and polished.

    It works for keyboard.

    Keyboard is "On Any Key released"

    But for Gamepad direction it is very different beast. Not only for its numerous values for both X and Y axises..

    But also for no "released" trigger that is simple to use, no the value is feeding out all the time continuous.. so if value is 0, it will trigger value 0 every tick (or every time it is sampled by the browser)...

    I thought maybe not add "Trigger once while true". But to work with the OR block for all the different axises..

    Or maybe I am totally wrong in my idea.

    The code for keyboard is here:

    How would you do it for gamepad to get a nice trigger that is like "On Key Released"?

  • In my humble and not very professional opinion, why not have it set so that if someone is editing then it should not be editable for other members, having a text somehere "Bob is editing now...." and then when he's finished it go green, and Alice can now edit, so then it is not editable by Bob.. That along with chat should work.

  • Ashley

    Ooh!!! I was only looking at the Log portion of Console.

    Not found, while in Local it works.

    Then I went to the files in the output, and it looks like the process of exporting the files made all of them lowercase! (maybe something to think of, Ashley?) When in the project the files had names with leading versale. Level1.json, Level2.json.

    I changed the event to look for "level" not "Level" and it works now on server!

    I guess the Local version is more forgiving for the lowercase vs uppercase.

    OddConfection

    I know. The old version was grabbed from older version of my files and in these I had random file names by all manners such as Test1.json etc.

    So in conclusion: the Export process of C2 turns filenames into lowercases. Pay attention to that.

    Yay, now I am pleased I can finally upload the game! (after I fixed the bugs of the newly introduced stuff I worked on meanwhile I was waiting on solution here)

  • Interesting, I saw the same error in the "working" example. But the files managed to be opened and read there. Interesting, maybe you can have more input on this one.

    I asked my guy and he said I can't change settings of the server because it is a shared webserver service.

  • Ashley Ok, I have now prepared two files.

    Working - the old way with awkward events and manually inserting. But it is working!

    http://www.funnybunny.se/files/working.capx

    The new way, streamlined and looking nice in events easier to manage. But only works in Localhost.

    http://www.funnybunny.se/files/streamlined.capx

    Realized now I forgot to remove the webgl effect! But it is easy to remove yourself if it matters.

  • Indeed. Nice it has been covered.

  • Ashley it worked before when I had the files manually set up like this:

    and

    What do you think? Why would it work like this but not in the streamlined version?

    In this we got the filenames from the roll down list, but in the streamlined used another type, that is called URL instead. To me it looks same enough, but maybe different code behind?

  • AllanR Thank you for taking time for me.

    I followed your advice with the adding spritefont number counting down the tiles as they go, and the scale.

    I noticed that when it won't work it could be 6 to 20 tiles left and sometimes one of these tiles would be way off on X (but still within the 32 px increments) all had proper even 32 pixel positions.

    I then tried to figure out why I added one to the Maparray width, but I could not. I removed it so it matches the other arrays.

    Then it seems to be working properly. Have tested like 30-40 times but I might need to do some more.

    So you are probably right, some rogue data got into this extra array space and caused problems.

    Hopefully this is it.

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  • Hello again.

    With help of this forum I streamlined the level loading process. Localhost worked great all the times.

    Then I decided to upload "evening's revisions" to website, and I got this error thrown out:

    DOMException [SecurityError: "The operation is insecure." I have narrowed it down to the file loader.

    Is it possible to use this streamlined method with some tweaks or do I have to go back to the old method I had, with 1 event line per file all chosen manually.

  • AllanR you are right, I forgot portions of related events. I am sorry for it. I have now made a new screenshot of basically the whole event sheet, removing just the very non relevant events.

    OddConfection I have now changed just to be sure.

  • Ok bad subject name, sorry about that.

    I have been trying hard with this one.

    Once in a while maybe 1 out of 20 times, the fade out would finish but not execute line 94 (and its childrens).

    I have tried many things. Added "on fadeout finished", changed the number of TileSprite.count to 3 and some other things.

    But the problem still persists. Line 96 won't be executed. As said, once in a while only. Mostly often it works well!

    95 and 96 aren't the problem because 94 won't even be touched, I have verified that by adding browser.log msg.

    I suspect it might be something else.

    What do you think?

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helena

Member since 1 Jan, 2014

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