alee's Forum Posts

  • if im not greatly mistaken there seems to be a problem with layer zooming? I had to use python to do it instead as it seemed to only set the "zoom rate" rather than the actual zoom through events... I am very tired so if someone could confirm that would be lovely

  • Ah ok. Thanks alot houndy!

    Can't wait try out podsixnet

  • but why would construct break a standalone .exe file that i didn't compile? :S Or was the .exe broken but for some reason works on other people's computers but not Tulamide's and mine?

  • The exact same thing happens with me Tulamide. Can ash tell us whats been corrupted here perhaps? Because its not the .exe (or the way our construct exports it) as i can't run scidave's online dungeon demo on this computer - but it works from my laptop...

    gah

  • There has to be something on our computers making it ignore the modules contained in the exe and look somewhere else? Because the exact same .exe file works on my laptop that doesn't have python installed on it...

  • This is very strange. I uninstalled python and all the python addons i had. Still the same error. It seems to be looking in the wrong place for these libs... It works fine on my laptop (which never had python installed).

    Maybe there is some python reference lurking in the registry?

    EDIT - I made a game that was just "Sprite.X += 1" and it works when i preview in construct, but doesn't work when exported. I get the same error (regarding StringIO). what is happening to my life?

    EDIT2 - Simple python program above works if i put it in the construct/data/python folder and put the python26.dll there too. However, the podsixnet stuff still doesn't work if i put it there.

    EDIT3 - Put the simple python program in the Doc & Setting/Alee/Application Data/Scirra folder. Doesn't work still - however the Temp.exe file DOES WORK. They should be the exact same file surely?! But they are different sizes (Temp.exe is 709KB, pythontest.exe is 905KB) What is going on...

  • Hmm i get the same error with your .exes (i've tried dungeon client and the server so far). I get this error when running it in a folder with python26.dll, _socket.pyd, select.pyd, and StringIO.pyc in:

    "Traceback (most recent call last):

    File "<string>", line 1, in <module>

    ImportError: No module named random"

    If i run it straight from the zip i get an error about no module PodSixNet.Channel

    :S i confuseeee

  • where are these executables? Theres only .cap files in the link you posted initially.

    I tried compiling dungeon escape client. Same error. If i put StringIO.pyc into the same folder, it no longer shows the StringIO error. However, it just says no module named random or a similar module related error.

    It seems construct isnt exporting the modules properly? Have i configured something wrong?

  • also, i seem to be having errors egarding strioIO.pyc when running execs..

    Same here. I tried also ticking all the modules instead of the pre-ticked ones. Still gives me that error, but doesn't give me the error when i run it from construct.. :S

    I'm running 0.99.92 - Could this be the problem?

  • I'm working on something similar. How have you dealt with wrapping the ship seamlessly? (surely you can't just use unbounded scrolling and allow the player to go to huge x/y coords. Won't this use lots of memory and make calculations less reliable etc.)

    cheers

  • style 1 brother. Feels more pro because its more stylised.

  • That's fairly simple Sagal. Presumably you want it so that it reloads bullet by bullet, but the player can interrupt the reloading by shooting, using on of the reloaded bullets?

    So yeah, 2 pvs - 1 : isReloading, 2 : currentBullets

    easy business

  • ok.

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  • woah i thought this was long gone!

  • Yeah I'm guessing the rewind in Braid was using splines with a reasonably high amount of samples (or points) to get near exact accuracy. Unless im greatly mistaken it really is the only way to do it.