First time User,Some Questions...

For questions about using Classic.

Post » Sun Jan 23, 2011 8:51 pm

Hi guys :).new user here ,so i think it would be better to do a small intro here.
making games is kind of a hobby for me,i give it a try now and then to see what can i do and have some fun doing small programming and simple graphics,its nothing serious really but i think i like it(by the way im neither an artist nor a programmer(except for a little VB background) and my first language isn't english so bear with me ..:) )

So i've been trying to do a simple platformer and construct have been quite friendly(except for some little probs but that's understandable since its beta) and i decided to do a simple dash system, i succeeded to some degree but it isnt working like it should, probably because of my programming.
Here is the .cap file if you want to look into it .
[url:3w200xwf]http://www.mediafire.com/file/f7u20o2d5n7s9tj/a.cap[/url:3w200xwf]
Press A for jump
press and hold S for dash (you can dash until the bar is empty then u have to wait for it to refill to its original amount)

1st prob:almost always after the bar refills ,it goes beyond the original 200 units of width(like 261) .i may be able to prevent it by forcing the width to never exceeds 200(that also has its own problem) but i wanna know the reason my primary approach doesn't work .

2nd prob:the red rectangle enemy's collision some times doesnt work precisely(specially in the four vertexes) per pixel and bounding box setting doesn't seem to differ

3rd one (a bug maybe?):if i use ctrl+c the ctrl+v for some objects(like the black GameOverArea) it only pastes a single dot that i can rotate.but if i use Ctrl+drag it copys with no problems) and if i drag it from the object bar it copys but if i change its widht or height to anything other than the original value the object just vanishes

4th:the grid doesnt seem to work properly(like for the Grass Tilebackground)its tips doesnt snap on the grid dots but with like 6 pixel error.

and the last one: when using the debug function , the Item and Value sections are constantly blinking,and its kinda distracting.isn't there any way to hide them?

okay so that's about it for now ,and if you wanted any more info about the problems i will try to describe them better.

Thanks and sorry for the long post :D
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Post » Mon Jan 24, 2011 12:57 am

1. It seems as though the timer delay is causing this, I'm not sure if its a bug or not as i have never really used the timer before, but you should be able to overcome it by making an event like: Is gradient.width greater than 200? -> Set width to 200.

Also, while your method seems to work just fine, personally i would use a private variable for "dash" instead of relying on the width of the gradient bar. Then you can set the width of the dash bar to (c/m)*w where c = Your current amount of dash, m = your maximum amount of dash and w = the maximum width of your dash bar when your dash is full. So it would look like: Always -> Gradient Set Width to: (Player('Dash')/200)*200. Then you would just need to adjust the value of dash and the bar will change width accordingly. But if you like your method, go for it :D, i just find variables slightly easier to work with.

2. Can't really see what you mean here, seems to work fine :)

3. As far as i know, this is a bug.

4. Do you have the "Snap to Moving" and "Snap to Resizing" boxes checked? Also i noticed some of your Grass objects only had a height of 30 instead of 32, this can cause them to snap funny.

Also, welcome to the forums!
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Post » Mon Jan 24, 2011 2:30 pm

Thanks for the helpful reply citnarf!

You were right! the 1000ms delay was causing the extra increase in width.But the problem is that if i remove the delay ,the dash bar instantly refills after being empty and i don't want that(thats the reason for the delay in the first place) any idea to work around it? every thing else about dash seem to be workin good.and your approach seems pretty reliable but i think i would go with mine :)

about the colission problem,its really hard to describe it without actually showing it,what i mean is that you can actually bump your self into one of the four rectangle vertexes without dying.i think its because of the constant rotation of the rectangle but im not sure.

oh...and i think i found the reason for the grid problem,it seems like that it has a few pixel error when you are not zoomed in on the object, but after you do that ,the grid points fit the object better.(i also resized the tile to 32*32 but its the same) example:
[url:wfbe8bln]http://i52.tinypic.com/2r7vfd4.jpg[/url:wfbe8bln]
[url:wfbe8bln]http://i55.tinypic.com/xej674.jpg[/url:wfbe8bln]
See what i mean?

thanks again :D
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Post » Mon Jan 24, 2011 8:58 pm

I am not sure what is going on with the grid, i think it might be correct, as the grid starts just outside the layout in the black border line.


I made a .cap showing a private variable system, with a few useful lines of code, which is all explained in the .cap comments. You will need to adjust things to make it work exactly how you want, but it is a solid foundation.


http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap
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Post » Mon Jan 24, 2011 10:10 pm

@WhiteShade
The grid-snap bug... maybe your object's hot-spot isn't on the 0,0 position?

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Post » Tue Jan 25, 2011 1:46 pm

[quote="Steven":2o96o44n]I am not sure what is going on with the grid, i think it might be correct, as the grid starts just outside the layout in the black border line.


I made a .cap showing a private variable system, with a few useful lines of code, which is all explained in the .cap comments. You will need to adjust things to make it work exactly how you want, but it is a solid foundation.


http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap[/quote:2o96o44n]
Thanks for the Great example steven,i just used prv variables & the clamp event control(which i didn't even know its existence :D ) for my dash system and it works like a charm! i can even add a delay before refilling without a lot problems now.(although it does have the same delay depleting when you are using the newly refilled bar but i think i can find a solution for that)

[quote="7Soul":2o96o44n]
@WhiteShade
The grid-snap bug... maybe your object's hot-spot isn't on the 0,0 position?
[/quote:2o96o44n]
Well my object hot spot wasn't at 0,0(it was in center) but that actually didn't change anything.
as i said in my previous post it seems to be the way engine handles grid when you zoom in and out
thanks for the trying though :)

EDIT:YAY!i managed to solve the delay problem by using trigger once and another global variable.Now the bar waits 1s before refilling and it can be depleted instantly without delay :wink:
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