Is "On Flash Ended" bugged?

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  • 7 posts
  • Relevant image:

    <img src="http://i.imgur.com/tvLasM3.png" border="0">

    Basically what happens is, whenever the player ship collides with an asteroid, it should flash temporarily. However, the player ship turns invisible instead.

    Test the problem here.

    ImpulseCollision.capx

  • The reason why I think it's bugged is because if I disable the condition 'on flash ended' then the flash seems to work just fine and the ship doesn't become permanently invisible. However, I need the actions to fire as a result of the flash being finished, not anytime before. What happens with the condition enabled is the ship just becomes invisible.

  • I just tried to recreate this in an empty project with minimal objects/events. Turns out the 'on flash ended' condition doesn't even show up for the new project!! Definitely bugged.

    My original project:

    <img src="http://i.imgur.com/p1J2jpm.png" border="0" />

    The 'new' project I was creating to reproduce this problem:

    <img src="http://i.imgur.com/thBWzS0.png" border="0" />

    Can someone please move this to the bugs forum? Seems like something went wrong here and I can't even use the 'on flash ended' condition.

  • I just tried to recreate this in an empty project with minimal objects/events. Turns out the 'on flash ended' condition doesn't even show up for the new project!! Definitely bugged.

    My original project:

    <img src="http://i.imgur.com/p1J2jpm.png" border="0" />

    The 'new' project I was creating to reproduce this problem:

    <img src="http://i.imgur.com/thBWzS0.png" border="0" />

    Can someone please move this to the bugs forum? Seems like something went wrong here and I can't even use the 'on flash ended' condition.

    On the lower image you are adding condition to lower level. You usually shouldn't add a trigger (something that 'triggers' from something that happens) anywhere but top level of an event.

    EDIT: Tested it, works well for me. Take the trigger event in lower level(under the playerhit condition) of your event and move it as top level event.

  • Nah it's not bugged. It's just the flash will never end because you're restarting it every tick while CollidingAsteroid = 1.

  • OH, that makes sense! Thank you very much haha.

    I didn't realize some conditions could only be applied as a sub condition.

    But now I'm not sure what the best way to set the variable back to zero after it runs for the first time. Any ideas? The wait command causes the flash to wait for 1 second before starting.

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  • Add a Inverted IsFlashing condition to the event so that it'll only fire if the variable is 1 and it hasn't already started flashing yet.

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