andreyin's Forum Posts

  • Please share how you did it so if anyone stumbles upon that problem they can see how you fixed it!

  • Hi,

    I've been trying to create a simple function that lowers the volume of the music in my game, changes it to another music, then increases the volume again, gradually.

    Here's what I've come up with:

    <img src="http://i.imgur.com/tJPzk3T.png" border="0" />

    Unfortunately, nothing plays. I've also tried adding the "stop music" event right before the "wait 1.0 seconds" event, but nothing happens.

    I've set a text to show the actual volume of the music, and apparently, it should be playing something... This has been driving me insane! Am I missing something?

    Thanks!

  • Ashley when I posted it r137 hadn't been released yet, I updated and tested it again and everything is fine now! Thanks!

  • Haven't tested it yet but +1 for this and all the fixes! <img src="smileys/smiley42.gif" border="0" align="middle" />

  • Sorry, I think I've deleted it by accident when cleaning my dropbox ):

    I tried doing it again but I couldn't reproduce the exact bug I first mentioned (where the character gets stuck in the middle of the platform rather than on top of it).

    However, I found some new bugs, as well as the ones Jase00 mentioned. Not sure if I should post new bug reports or just post it here, so I'll post it here and if you guys want, I can make new threads (or add this to the ones Jase00 posted0)..

    Anyway, here's the .capx:

    dl.dropboxusercontent.com/u/2383513/jumpthru.capx

    In this .capx, the orange platforms are 32x32 sprites with the jumpthru behavior next to each other.

    What happens is that the character automatically falls of some of the platforms when stepping on them.

    Like this:

    <img src="http://i.imgur.com/X4D7eLb.gif" border="0" />

    As for the red platform SOMETIMES the character is allowed to jump from the bottom of the screen directly to the top of the red platform, and sometimes he can't. He's not supposed to.

    Like this:

    <img src="http://i.imgur.com/xWwbpdU.gif" border="0" />

    edit: I forgot to mention the bug that Jase00 also mentioned, where if you stand on the top of the red platform, drop to the right and quickly press left, the Y vector will be set to 0. This happens if you touch any jumpthru platform while falling and miss the top of it.

    Thanks!

  • damainman Have you tried messing with your sprite collision box? Instead of dragging the points around, click them once and set it's X/Y position manually by setting the numbers. This fixed it for me!

  • Steps to reproduce:

    1. Create a new particle object (have only tested with it, accidentally, about 3 times)

    2. Select fill tool

    3. Set transparency to 80 or something

    4. Click the canvas, if it does nothing, click twice

    Observed result:

    Construct freezes, then Windows gets really slow then BSOD.

    Expected result:

    Use transparency in Fill tool.

    Operating system & service pack:

    Win8 x64

    Construct 2 version:

    r136

  • I have this bug too. In my game you can swim and jump out of the water, but after the last update, if you do it next to a wall you won't jump as high and can't get out of it.

    I actually thought I had messed up somewhere in the code and didn't remember <img src="smileys/smiley18.gif" border="0" align="middle" />

  • I tested it and the same happened, the game didn't open and all that appeared were some gray lines.

  • damainman Could you explain a little better? I tested here and it works just fine, the only bug I have is the one mentioned in the first post.

    Maybe your problem has to do with the collision polygon, I had some trouble with the platform behavior until I messed around with it a bit.

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  • Hi,

    I've been on a project for some months now, it's a 2D platformer. It worked out great when I first started it, but lately, I've been getting FPS drops whenever I walk around. If I stand still I get 60fps, even if I jump, but if I try walking, the FPS drops to 30.

    I tried to pinpoint the problem by deleting most part of the code, layers, everything that could be slowing the game down, and it kinda worked, but still the FPS drops to around 50 whenever I'm walking. Also, my character kinda "shakes" if she's walking. Here's a gif:

    <img src="http://i.imgur.com/yc955bz.gif" border="0" />

    Does this happen to anyone else? Any hints as to what to do? I'd share my .capx but C2 crashed before I could save it and I spent a good ammount of time deleting pretty much everything..

    One more thing, I'm scaling the game to twice it's size. Is this not advisable? Wouldn't it be the same as to making every sprite twice as bigger? Or would it be less process-intensive?

    Thanks!

  • Looks really good, do you plan to release it for Android?

  • Thanks for sharing! Valeu mesmo. :)

  • andreyin - Twitter thing should be fixed. You can use Clayio.ModalsOpen to see if a modal window is open, and act accordingly

    Thanks a lot!!! :)

  • The idea is really good! I really don't think you should've kickstarted it though.. you could sell your game idea in this website:

    fgl.com

    Or even release it by yourself using free-to-use commercially sfx and music.

    Anyway, good luck!