Nevermind, problem isn't aparent in this .capx

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  • Hello everyone!

    Long time since I've been on here, missed it a lot.

    Anyway, has anyone got any idea how to fix this? Basically, I have a global player, when he enters a door he'll get transported to the next layout which is specified in instance variables that each door has.

    My problem is that, when I have two doors that are on separate layouts, as they should be, have different Y positions, the player will be in a place other than in front of the door.

    I am using 8-way movement for this example .capx but my main game uses platformer behaviour, although the error result is the same.

    Any idea how to fix this? The player should always be in front of the door when they "walk" into a new layout.

    [attachment=0:nevohj07][/attachment:nevohj07]

  • You will kick yourself when you find out the problem. Its just that the event sheet isn't connected to the layout (3).

    I simplified what you had there to make it more manageable.

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  • Thanks for pointing that out, I feel like an idiot.

    Also I just realized that I didn't actually finish doing that example .capx

    Just give me a couple minutes and I'll upload the one I was supposed to upload. >_>

  • Extremely odd, the bug in my main game isn't showing up here.

    Give me some more time and I'll upload a demo of my game and you can see the problem.

  • No worries mate, I'm sure it has happened to all of us. Certainly to me at least. I will be on again in a few hours so no rush on that demo.

  • I don't know why I didn't try this before, I now feel incredibly retarded.

    Looking at my events for the thingy, I decided to just remove EVERYTHING that wasn't literally transporting the player over to the next layout.

    So I delete my actions that made a smooth transition, all the fade-in effects and global variables and **** and I try it.

    It works.

    GenkiGenga, you were right, I am going to kick my self. Can't believe I didn't bother to simplify the events before, jesus christ.

    GenkiGenga, I formally thank you so much you have absolutely no idea how much I am happy to have gotten rid of that bug.

    Me posting this and more importantly, you replying is what caused me to be able to fix this soul-crushing yet so utterly simple of a bug.

    It might not mean much, but you are getting a special thanks in my game's credits. I love you. You had no idea how much this one little thing was tormenting me, I actually took a break/quit for about 3 weeks.

    [attachment=0:3l5hud6j][/attachment:3l5hud6j]

    THANK YOU!

    I'm so ****ing glad that bug is over...............

  • Tinkered with it a little more, turns out the entire thing was caused by ONE EVENT NOT BEING A SUB-EVENT.

    UGH

    UGH

    UGH

    UGH

    I'M SUCH A NOOB

    [attachment=0:1z07tfrf][/attachment:1z07tfrf]

    See the event "Transition on any animation finished"? That used to be its own event just below the Opacity event.

    Making that a sub-event of "Playerbox is overlapping door" fixed the biggest headache of my life so far.

    UGH

    Coding is cruel, hard to write, harder to fix, yet the fixes are so obvious they make you want to shoot yourself.

    Simplify your code everyone, save a life.

  • Coding is cruel, hard to write, harder to fix, yet the fixes are so obvious they make you want to shoot yourself.

    Simplify your code everyone, save a life.

    Sorry for butting in but the Scirra mantra is

    [quote:9618gnl1]It allows anyone to build games — no coding required!

    couldn't resist

  • Tinkered with it a little more, turns out the entire thing was caused by ONE EVENT NOT BEING A SUB-EVENT.

    UGH

    UGH

    UGH

    UGH

    I'M SUCH A NOOB

    It happens to the best of us. Live and learn, and all that.

  • codah

    Let's be honest here, Construct 2's event system is just a visual coding device. Our input still translating into code

    I'm just glad that development on my game could continue. It's actually kind of funny how stupid I was, I'm joking of course, it was soul crushing.

  • Haha it was my pleasure Nesteris.

    It is painful when you get stuck. You might have lost some hair/sanity but you definitely gained some good troubleshooting experience.

    Looking forward to seeing a demo of your game. Feel free to PM me if you get stuck again for too long.

  • codah

    Coding is cruel, hard to write, harder to fix, yet the fixes are so obvious they make you want to shoot yourself. yaa I wanted to shoot myself so many time's I cannot remember where my gun is hidden by my dragon of wife LOL codah

  • codah

    Coding is cruel, hard to write, harder to fix, yet the fixes are so obvious they make you want to shoot yourself. yaa I wanted to shoot myself so many time's I cannot remember where my gun is hidden by my dragon of wife LOL codah

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