bspeers's Forum Posts

  • Hi there,

    I have a mechanic in my game where enemies respawn after a set amount of time. Rather than storing each enemy spawn-point in an array including all their various instance variables, I have a Spawner object that recreates all the enemies of the correct family after a certain time has passed (the countdown is set when the enemy is destroyed).

    In my game as well, enemies only die when a certain variable matches a certain other variable. Specifically, an enemy has to match the colour of the backdrop (the backdrop is one variable, the enemy colour is another, a condition checks if they match, and they destroys the enemy if they match).

    No enemy starts off in the same colour as the backdrop - the character has to change their colour with a magic brush.

    The problem is, when the spawner recreates the enemies, the enemies respawn and then die immediately. I assume this is because their instance variable isn't set to match their starting conditions.

    If I'm right, this doesn't seem to be as I understood recreate to work - shouldn't it recreate the enemy in it's original condition? Shouldn't this include instance variable settings? If not, what am I missing here? What is causing this to fail?

    I can't find any clear guidance on recreate anywhere on the site. The manual doesn't mention it, and the online help doesn't mention instance variables. I also found no discussion on the forums, but I could have missed something.

    Thanks for any help rendered!

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  • In case anyone is wondering, I tried different versions of Firefox and Chrome, no dice. I switched computers, no dice. Finally, I switched to a third computer, and that seems to be working for the moment. I did not figure out the problem, did not solve it, but I can do my Construct stuff on another machine, so that should suffice.

  • I will do that, they were indeed up to date, but I wonder if there was a version issue. I'll test that.

  • This is very frustrating, and is making my Construct 2 package worthless.

    Every time I test I get this message in the latest version of Chrome:

    "This webpage is not available

    ERR_CONNECTION_TIMED_OUT"

    That is after a long, unbreakable loading bar.

    I have a full, licensed version of Construct 2, personal edition.

    I have run every step in this tutorial:

    https://www.scirra.com/tutorials/247/ho ... ork/page-3

    And this tutorial:

    https://www.scirra.com/tutorials/279/tr ... iew-server

    I have almost zero code in my game, just an object with platform behaviour on a tiled backdrop.

    I have tested my HTML5 compatibility and gotten a score of 526 OUT OF 555 POINTS on HTML5Test.com, and a similar score for Firefox. I have tried both browsers. I am on a Samsung laptop using Windows 7 and have no problem running any html5 programs apart from my Construct 2 stuff.

    To see if it was just the test mode, I uploaded the game to my google drive and ran it from there. I got a message stating: "Your browser does not appear to support HTML5. Try upgrading your browser to the latest version. What is a browser?" - this message only comes up for Construct 2 projects, I clearly have HTML5.

    Nothing works. Is there anything that I can do that isn't covered in the above tutorials, or should I just shelve Construct 2?

  • Nevermind, while I'm still not 100% clear on how it all works, I was able to find a work-around.

  • Hey folks,

    I'm working on a sequel to my almost totally unheard of platform game Flags of Doom.

    It's a platformer in the Jumpman (the C64/Coleco etc game) tradition and relies heavily on moving/destroying/falling platforms.

    I created a platform movement system that uses MoveTo as I didn't quite like using the node-based behaviour for my particular uses. I don't like to bring in too many plug-ins.

    Anyway for this system I create two classes - platforms (and ladders and other such thing) and nodes, objects I can place on the layout that "attract" platforms.

    In the capx you can see my method *almost* works.

    docs.google.com/open

    You can walk to the right and a platform flies to the right and stops, by design. You can jump on the lower platform and it starts to move in a repeating pattern, while 2 more platforms move at will.

    The code uses For Each to compare that the platform and the node have the same "path" and "sequence" - platforms that are "active" automatically start to move toward the node of the same sequence and path. When they end their route, the sequence goes up one and they move to the next node, UNLESS they go above the "maxsequence" for that platform, at which point the platform goes back to start.

    It appears to work as intended. You can go into the capx and adjust any of the values and the platforms will change their path.

    The problem?

    At some point (you have to wait a looooong time in this example, but in the full game, I've seen it happen almost instantly), one of the platforms will just *stop* and become immovable.

    It only happens when more than one platform is moving at once, and seems to be related to how I "picked" them, but I wasn't able to figure out what the problem was after dozens of tries.

    I'm understanding something wrong fundamentally in how picking works, and I'm afraid to go much further in the game until I understand it better.

    So, gurus, how do I fix this? What am I doing wrong.

    I warn you, you may not see the *stopping* behaviour in this example, as it seems to take a long time. I also apologize for it being so easy to "die" in this example, it's just excerpted from the game, where those bits work completely differently. If you die, the example keeps playing anyway, so you can see what I mean.

    Thanks! I'd love to have some info on this.

  • Hi folks,

    I'm currently working on a sequel to a game nobody here has heard of (Flags of Doom, a reasonably popular Klik and Play game from the early 90's which I created with a couple friends in high school). I'm going for a bit of an open-ended puzzle platformer inspired by Jumpman for the C64 but in my own terrible art style.

    I just paid for the personal version as I had reached the 100 event limit and hadn't yet set up all the basics.

    I just wanted to state my strong desire to see a save-system that covers all objects and variables. I know it's possible to construct your own from scratch, I know even a lot of the way to do this, but for my purposes, an all-in-one would be a huge time-saver, as well as possibly more versatile and less cluttered than the behemoth I would have to cobble together.

    It needs the choice of saving either instance or global variables (or both), as well as all statuses of all objects. The more options the better.

    Reading previous discussions on this subject and knowing that someone is actively working on this for a future version is one of the main reasons I decided to actually pay for my license. I tried constructing one in another excellent program, and the complexity for my non-programmer brain was enough to make me switch and start from scratch.

    I humbly ask that save-state be bumped, if possible, up the to-do list. It's built in on many other programs, and I would love to see it here before I finish my current long-term project.

    Also I have to commend the team/community here. Great tutorials, great examples, excellent plugins and a very robust product. A lot of what I was trying in other programs that just didn't work or worked very awkwardly was easy to implement and much less buggy in Construct 2. Bravo!