Aphex's Forum Posts

  • using version 99.6

    about the debugger, yes its odd, but thats what i get, it like when you go tru all the messages of the debugger it doesn't crash, but anyways i will post it on the tracker, hope you can find something

    now when i think of it, since the upgrade from 99.42 construct has more difficulties with, destroying last objects of a kind (in some cases) and giving more alerts when doing eventchecking on objects that dont exist yet.

  • im a little discouraged by the many crashes ive got lately, seems to be no logic to it,

    like i made a simple counting var, works, linked to counter to background displace, it crashes,

    deactivate the displace event, still crashes, hu?

    when i try the debug , i got some of that "no sprite" messages, disabled some of them not all, my simple counter start working again,

    i tried preventing those messages by doing a count first if something exist, but doesn't work always, it still crashes untill you disable that event, (and worked before)

    also alot of the crashing bugs can simply be avoid by going tru the debug, and then it works

    loving construct but this is really a downer, when you just wanna make some progress doing basic stuff, but spending time on debugging something that most likely is some strange behaviour,

    some of you have same experience? how do you avoid events that works on objects that dont exist yet, maybe there is the problem.

  • maybe you could use the anglediff to have some sort of brake, the lesser the anglediff the lower the rotationspeed, when anglediff = 0 the rotationspeed should be 0 , so you wouldn't have overshoot

  • yeah great work on the plugin, love the shake camera, gives a reel nice feel for explosions

    about the debugging "bug" , i have the latest version installed,

    it also only happens when creating and follow camera in one step, if you disable the follow it doesnt happen,

    i tried setting follow after some timer but couldnt make it to work

  • nope, didnt work, all formations where constantly destroyed,

    i also gave the ships an formation group pv at creation , sorted by that, but then it crashed when the last ship destroyed, i guess its that damn bug again, when no objects exist and you loop trough it it crashes,

    how the hell do you check an object for to be zero when there has to be an object to count

    ill go back to my first implementation that has some error,most are destroyed, some are left behind dont even know why, but im loosing to much time on this one,

    anyway thanx for the help

  • thanx mipey for pointing that out,

    i have fixed that by inverting the code, and it works now,

    but ran in another problem when creating more formations

    so this is what i got now

    ships = 0 destroy formation

    +for each formation sorted by formation UID

    + inverted | formation uid = ship('idformation')

    • set "ships" to countmatching(ships)

    so i thought countmatching would only count the ships for the current loop,

    but instead adds to the total number of ships, any idea why this happens?

  • delete formation group:

    +for each formation

    +formation uid = ship('idformation')

    - set formation('ships') to ship.count

    it works so far, it counts 5 and when a ship is destroyed it counts down

    but it never reaching 0 , always stops at 1 ship even when all are destroyed

    i checked the id's and they all match, why doestn't it count to 0?

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  • i was about to post the same, every time i do a debug i have to disable the camera,

    i always get it after some errors of none existing sprites you have to click away

    ( i think otherwise you dont get it , not shure)

    then it runs completly normal, but you dont see any objects

    if i check in debug, these seem strange to me

    scroll location are -1.$,-1.$

    and mouse -1,-1

    i suppose it has to do with this location thats been set

    ps: i read the prev. post better, it looks like when the focus is out of the game window, it happens

  • http://dl.dropbox.com/u/3011659/mass.cap

    made a litle test cap, somebody can check it out, is this function broken?

    i kinda need it,

    using physics for movement in my space game and all my ships are in the same object,

    so i need to change mass depending on the size of the ship

  • yeah but that has to do with positioning and such, there's a set mass option in the event editor in the physics behaviour, so it should work

  • i noticed it in my project, so i tried in a new cap still cant get it to work

    can somebody check this? (maybe im doing something wrong)

  • here is a test for

    • smoothzoom with mousescroller
    • onmouse down goto position
    • and a strange behaviour with normal zoom

    you will see that the zoominitiate only when a certain event become false

    i just figured out it is probable with the transition behaviours

    also i cant get the normal zoom to work, when i set zoom to 100 , its zoomed in way too much

    its all in the cap

    http://www.4shared.com/file/144171419/1595d753/zoomscrollingcamera.html

  • hey, i would like to make my customdebugger for every object i click, just working out the code for now.

    i would use - get private variable count - for the loop

    but i also need something like get private variable(1)

    then i would attach it to textobjects

    any ideas?

  • Hey, cool plugin, but i seem to have some problem, is the plugin supposed to act only after an event is true?

    like i was testing a zoom system with wheel up and wheel down, i set up different zoomkeys

    like global 1 is zoom 100

    like global 2 is zoom 200

    like global 3 is zoom 300

    but the system only reacts when global is 4 , or between zoomkeys 4 and 6 , 5 will execute the zoom

    is this a bug?

    also tried an rts camera, when mouse close to edge move to position, only executed when goiing back from the position, so when a true is falsified, it executes.

  • hey man, thanx for that, really helped me out, didnt realize that the loopindex counted up beyond the 5,

    thx