Rhindon's Forum Posts

  • I see it. Such a silly mistake. I knew better. Thanks for your help in catching that.

  • blackhornet - Ah, okay! But I'm confused: What does not having a background have to do with it?

  • CAPX: https://www.dropbox.com/s/2za8tfefx5vdeku/MrStickV1-2.capx

    NOTE: Use keys A and D to move left and right respectively.

    I have a suspicion that this is related to the use of the latest two beta releases (r167.1/.2), for in the prior beta releases everything was working fine. Another possibility is that it's related to the platform/Solid behavior objects I'm using, too. I don't know...these are just my guesses.

    What's happening is that when my platform character (Mr Stick; represented by MrStickBox which actually has the Platform behavior) goes a certain distance to the right, the sprite stops moving, but in the Debugger, you can clearly see that the X value for the object is increasing, showing that it should be moving to the right on-screen.

    I have checked behavior parameters, events on all event sheets, layout parameters, layer parameters. Just about everything I can think of and I don't see WHY it's getting stuck when I reach a certain distance to the right.

    Thank you for any suggestions or resolutions.

  • *BUMP*

  • CAPX: https://www.dropbox.com/s/2za8tfefx5vde ... kV1-2.capx

    NOTE: Controls require an Xbox USB controller at present. However, it is not relevant to this help request.

    I have a layer labeled HUD and I've set the Paralax to (0,0). Then I placed a Text object in the upper-left corner of the layer (layout "LO Level 1") within the dotted line box that represents the game window. But when I preview it, the Text object is much further inward.

    I cannot figure out why this is happening or how to correct it. Tips or solutions, please? Thanks!

  • The gamepad object does indeed have several events that check for gamepads ("has", "on connected" and "are supported") but to my knowledge still require a button to be pressed (Y)

    Hmm...aw well. Your "press A to start" idea still blows this problem out of the water. I'm satisfied.

  • The easiest workaround is to have a button prompt like "Hit A to start".

    That's an excellent idea. I was kinda wondering how I might do something similar to that - even your idea about simulating that the button was pressed at all - but that hits the nail on the head. Thanks.

    I'm aware of the lack of gamepad option, too. I'll double-check if C2 has a "check for gamepad" option and take it from there. I'll surely make the keyboard usable.

    Thanks!

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  • CAPX: https://www.dropbox.com/s/j1xex9zpk1k3p ... ickV1.capx

    Select the layout "LO Level 1".

    D-pad to move left/right.

    A button: jump

    X button: throw rock

    I'm working on a platformer using the Xbox USB controller. The parameters for the Platform behavior are set to non-default so that the controls are relegated to the controller.

    Whenever I start up a layout to test new changes, the vast majority of the time the character in question will not move until after I've pushed one of the button (A/B/X/Y). For the life of me I do not understand why this is or how to remedy it.

    Anyone smarter than me have some advice? Thank you, deeply!

  • *bump*

  • CAPX: https://www.dropbox.com/s/7n0hiss2jx4sioc/XDGAniLogoV3-1.capx

    I'm 95% finished with my animated logo...

    I added a simple feature to replay the animation by pressing the R key at any time, using Reset Layout & Reset Global Variables.

    However, when I press the R key at different points in the run, I discover not everything has been reset. Some objects are clearly not where they should be.

    Would someone explain what's at the heart of Reset Layout & Reset Global Variables, please? What do and don't they do?

    I put the event line at the very bottom. Shouldn't be hard to find at all.

    Thank you so much!

  • Binkus - Sorry I couldn't be more help - I have a TON of learning to do, myself. And Arrays I'm only mildly familiar with at present. I'll have to look into that CSV to Array deal, too!

  • LittleStain & blackhornet - Thank you, both, for your feedback. I think I've got a workaround that will take a few extra events - I'll just have to "manually" reference the exact coordinates I want each instance to be at. Thanks again for trying!

  • Yeah, to my knowledge there is no such editor. You'd practically have to build your own into the event sheet (not a serious suggestion). I hope you don't have large arrays to manage! Yikes!

  • CAPX: https://www.dropbox.com/s/75kl0jf3h80sxq6/XDGAniLogoV3.capx

    In the set-up for an animated logo that will be set before the game (just like the big boys do it), I'm attempting to arrange instance of an object so that they can "distribute" themselves to their final position after being created.

    To try to give a succinct overview of what I have so far...

    1. On start of layout, establish values of object instances (see capx).

    2. GROUP: Grid Pieces: Place LogoGridPiece instances at a distance to be Lerp-ed back in to a tic-tac-toe arrangement. The center instance will Lerp its opacity to 100 at the same rate the other 8 instances are moved back into place.

    3. GROUP: Randomize Trigrid Draw pieces: The instances of the LogoTrigridPiecesDraw object are manually placed on the layout in an ordered manner (covering two layers which will come into play later on when I write in the events), they will eventually form the letters "XDG" (remove the "XDGLettersOutline" layer and you'll see what I mean). I don't want the letters to be obvious initially. So every instance of the object here is randomized - positions swapped all the way through.

    4. GROUP: Trigrid Piece Placement: And this is where things get to be problematic. I've assigned every instance of the solid black LogoTrigridPiece object a number from 0 to 5 for one of the six instances of the LogoGridColorFlash object. The PLAN is to move the instances to one of the Flash object (underneath it). Then, each instance from one of the six positions on the board will Lerp to its original spawn location (represented by the HomeX and HomeY instance variables). The problem I am having is getting the instance variables, DisplaceX and DisplaceY to be set to the X and Y values of the Flash instance objects. The Displace variables are the other end of the Lerp distance to be traveled. So what ends up happening is that ALL the LogoTrigridPieces get thrust to the far left side of the window and slowly Lerp together...like cool looking ninja stars, which are fine, but not the goal.

    No matter how I try, I cannot get it to select one instance of the LogoTrigridPieces AND the correct Flash instance to store its X and Y coordinates into the DisplaceX/Y instance variables. For each iteration of the For Each event loop, I want to advance the WhichGrid instance variable to select the correct instance of the Flash object. And THAT much works...but the X/Y values never get stored to the Displace instance variables because it won't let me ALSO pick another instance of another object at the same time during the loop. Again, I've tried several different methods.

    Thanks for your time and support!

  • MelVin - Thank you, sir! Yes, indeed, it needs a lot of work. I'll revisit this project in the future, I'm sure, but for now I am trying to finish my animated logo for my game dev group (I don't have an established company) and then back to work on my two main projects.

    I really appreciate your time to check it out. Thank you!