aCuria's Forum Posts

  • bump

  • i sure hope so

  • bump bump

  • anyone?

  • 1) make a sprite with 6 animations, minimize all the animations

    2) drag bottom animation to second position -> error message displays

    3) repeat #2 for awhile

    4) construct crashes

  • I never had scripting enabled...

    Solved problem by deleting sprites and starting over.

  • Hi,

    I have exactly the same problem as you. Also have no idea how to solve the problem, but it seems like I have to re-make the game from scratch thanks to this bug.

    The bug only occurs for me when restarting a level.

    A crash inside a plugin's condition has been intercepted! This may be a bug in the plugin, or a problem in Construct. The application has exited. Available details of the location of the problem are below (this may be approximate)

    Plugin: Sprite.csx

    Object Name: Player

    Event 0 in event sheet Layout 1 events

    Condition 1

    Instance: -2147483647 (of 1)

  • Well thats a good start, how about the part where I need to delete the particles? Is there a way around that?

  • I am simulating a spotlight using particles. the particles spread at a 10degree angle, and are contained within a container together with a sprite that is 1x1 pixel in size.

    The 1x1 sprite is used to trace a path in the world, and every time it collides with anything, particles are generated using the one shot method.

    Problem:

    1) the system deletes the particle automatically once the one-shot is complete done, which in turn deletes my 1x1 sprite. This is not the behavior I desire.

    2) I need a way to delete the particles associated with a given emitter at any time. The idea is that I would have my 1x1 sprite and the particles moving at the same speed, when the 1x1 sprite collides with anything, I will delete the old particles and spawn a new one-shot emitter in the new direction.

    Unfortunately, I have not been able to delete any generated particles. This must also be done in a way that leaves the emitter in tact, so the 1x1 sprite stays alive

    Any help would be appreciated. Thanks.

  • I dont entirely understand what you are trying to say there, but I did look at the link provided and the cap files in that thread.

    The method wont work for me because the object (key) has more than one state (used and un-used animation, private variable). I need to ensure that the right array is linked to the right key.

    In the chain example, there was no difference between the different links of the chain, hence the method used there worked. As long as one of any link appears in each location, it works out fine.

  • Would you rather the devs waste their time making a feature to convert non 32 to 32, since all images are saved internally as png32?

    Or have them work on existing real bugs, or new features.

    There are literally hundreds of apps that can convert those images beforehand.

    It should either

    1) not accept png-8 all together and give a warning

    2) give a warning that says animations dont work with png-8

    3) get animations to work properly with png-8

    4) transparently convert everything internally to png-8

    Problem is that it does none of the above. If i need to convert it, at least tell me the moment I import a png-8 image.

  • Ah so its a bug?

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  • Could you explain this in more detail? I was thinking of perhaps using a custom behavior, but I have no idea where to start making a behavior...

  • That doesnt help when I have say 50 objects locked, and another 50 unlocked for example.

  • Thanks newt that helped allot