Calfuso's Forum Posts

  • Becuase if you make a pick by instance UID event and then make a sub event or an action to it involving that type of sprite it still affects all instances of that sprite. So how do you only make it choose only one instance of a sprite.

  • The instructions tell you how to alter your source file to downgrade the version number so you can open it in the stable version.

    Can you not just write how do it here. I don't feel like reading through all the posts of that thread and follow every link. Besides i have always used the latest unstable release up to this point and i have barely gotten few bugs and those bugs only happened once. So the fact that i now get tons of bugs whit this specific release means that it may not have to do whit me using a beta release and that i will get these bugs whit the stable release too. So you could still try to fix the bugs anyway in case.

  • scirra.com/forum/construct-stable-release-vs-beta-release_t119226

    Does this lead to a discussion about the positives and negatives of Stable releases and unstable releases or to a downloadable release that can open projects saved in unstable releases but still be stable? If it is to a discussion, it doesn't help me. It can help me in the future but not now. Just make the project work like i said it should or tell me how to make it work.

  • >

    > You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way.

    >

    Download the stable release => https://www.scirra.com/construct2/releases/r233

    I have saved my project in the latest unstable release. You can't open project saved in later releases in earlier releases. So that is not a solution. I don't want to either redo anything i have done in the latest release or wait until the latest release get,s stable. I shouldn,t need to do any of that just becuase i downloaded a the latest unstable release. So don't say anything rude like, blame yourself. My capx in this release needs to be fixed.

  • I did not want to use the suggestions for what to write here. I wrote down the most important things and that is enough. So don't say anything about me not filling in the suggestions please. Construct 2 crashes constantly. It sometimes crashes directly when i open my project. It has a high risk of crashing whenever i add a new sprite, use the image editor or create a new event. This message box always pop up.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    GetHICON returned NULL

    Condition: ret != NULL

    File: Projects\ObjectTexture.cpp

    Line: 617

    Function: struct HICON__ *__cdecl ResizeBitmapToIcon(const class cr::vector2_base<int> &,class Gdiplus::Bitmap *,int)

    Build: release 234 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 87)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    It doesn't matter if i choose to Abort, Retry or Ignore, it always crashes Construct 2 and forces me to close it. I can open it again but it still has the same risk of crashing. The problem is that i usually can't create events, add sprites or use the image editor or open the project whitout Construct 2 crashing. When all these things can be done multiple times whitout Construct 2 crashing the problem is solved. It seems like switching from doing thing such as adding events and using the image editor is what most likely will make the game crash. So even if you can add multiple events in a row whitout Construct 2 crashing, you also need to be able to switch to doing other things whitout the game crashing. If you can do that, the problem is solved. So this is the problem. Don,t say anything about my capxs memory usage or about things such as layout size, sprite amount and event amount.

    https://www.dropbox.com/s/sfiwy0x2jpc9f ... .capx?dl=0

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  • Using bullet behaviour should work fine?

    If you set the angle towards the player, and set the speed to something like say, 400... it will fall if it's above the player.

    If the problem you're having is that the falling thing goes back UP again after it goes below the player, you need to set conditions on the movement. If you only want the thing to move and aim at the player if it is above the player and not below, then make the condition something like;

    [Compare Y position of falling.object -> is less than player.object]

    --- Set angle to player.object

    --- Set speed to 400

    I guess you should draw a picture of how you want this to work in your game though, because I still don't really understand what you're trying to do.

    ~Sol

    The problem whit that is that if the sprite is above or on the same Y as the other sprite it won't aim anymore. Making the sprite only aim at the other sprites X would work. But i don't know how to write that expression. I know the expression for making the sprite aim at both the other sprites X and Y but not just X.

    angle(Sprite.X,Sprite.Y,OtherSprite.X,OtherSprite.Y) is the rigth expression for aiming at both the sprites X and Y. You can use it in different ways to change the ways the sprites aims. For just making it aim at the other sprites X though, even if removing the Y parts of the expression seems rigth it doesn't work. So how do you write it rigth?

  • I want the sprite to fall against another sprite and aim it's falling direction against the player. The options you use for the bullet behavior to aim towards the player doesn't work since the sprite don't fall all the time if you use that. If you use the bullet behavior the sprite will not fall all the time. Using the set angle of gravity also doesn't make it fall all the time. The sprite should aim at the other sprite and always falling. Here is two images showing how i want the sprite to move and still aim at the other sprite and how i don't want it to move. Rigth is how i want it to work. Wrong is how i don't want it to work. How do you make it work?

    https://s10.postimg.org/g47ing74p/Example_00000.png

    https://s9.postimg.org/t5mle3dnz/Exampl ... _00000.png

  • No answers. This is what i did not want to happen. I just made a much clearer version of what the problem is. I n that post i explained that i have tried everything i can think of to make the animation work. If the problem still is my projects high memory usage, tell me a way to decrease it other then erasing every single sprite that i don't need instead of not answering at all. I want this sprite to be able to have animation that goes past frame 0 so i really want somebody to answer.

  • Before I download this, can you tell me what you mean by "they don't work"?

    Do the animations not play properly? Do they play one time then no more? What exactly are they doing or not doing?

    The most common problem people have with triggering animations, is that they trigger them every tick and the frame never goes past frame 1. I'm going to guess that this is the same problem that you are having.

    It also may be better to make a new project with just one or two animations in it for people to check, rather than having your whole project there. If you have the problem in your project, it will be the same in a new project if you build it the same way.

    ~Sol

    What i mean by not work is that it doesn't play past frame 0 when you play the game. You can see the entire animation in the animation editor but it doesn't play, when you play the game. The animation i want to work is the Default animation. The animation the sprite has immediatly when you start playing a layout. It only changes to other animations if you do something whit the sprite. As such there is nothing that makes it trigger to play the first time since it does so by default. Everything that makes the sprite go back to the Default animation is triggered by one use things like one button press, one button released landing or collision not overlapping. Those things are the events that is followed up by the action Set animation to Default. So nothing that makes Default happens all the time so the Default animation should not be reseted to frame 0 constantly. And even if it did, the Default animation would still play past frame 0 rigth when the layout starts anyway. So is making the action Set animation to not the rigth thing to do then? It seems like that should make the sprite switch to that animation and make it play whitout being restarted constantly. I have already tried all possible animation combination i can think of before posting this but i did it again just now to be more sure. I have tried adding start-from beginnning, start-from current frame 0 and set frame after set animation to default. Something needs to make Default play to begin whit so i added the start and such things after that and it still doesn't play. If Set animation to doesn't work, what is you supposed to use instead? It is possible that i have made a event that makes Default restart constantly but i have tried every search words i can think of and i still can't find something like that. So finding out a way to possibly find that event could also be a solution. I can't make a seperate project becuase the default animation work in such projects so the problem is only in my main project. I don't want to make a version whit only two animations for Sprite43 since i have alot of animations on that sprite and i don't want to have to delete all of them but two. I hope this made things clearer.

  • Reseting the bars and dialogs worked, thanks.

  • I would like someone to make Sprite 43 in my project, default animation work. It currently doesn't and neither does any of the other sprite 43s animations when you actually play the game. The animation works in the animation editor but not when you play the actual game. Go to Layout 5 for testing. Sprite 43 should be there rigth off. Event Sheet 4 is the used Event sheet. I know that my project takes up alot of memory but i don't know what i can do about it. If someone knows a way to decrease memory size alot other then removing every single sprite that you don't need say it. So if me projects size will be main reason for nobody to help me whit this tell me a way to make my project take up less memory instead of not answering at all. I can't make a new empty project only to showcase the problem since i have copy pasted Sprite 43 into a new empty project and the animations work there so the problem is only in the project itself. I really want Sprite 43 to be able to have animations so please help me whit this.

    https://www.dropbox.com/s/cgjoxxp3ltb34 ... .capx?dl=0

  • I can't find the object and project bar anywhere. I have tried docking and undocking it but it still doesn't seem to be anywhere. What should i do?

  • Okay now i have decreased so the layout size of all layouts so there is no layout whit 1000000 width and 1000000 heigth anymore anymore. So now everything is going to work for everyone. All the layout have the exact size they need and nothing else. I am going to ignore the answer after the comment that talked about this in case it also is talking about that. So i am only reading answers posted after this post. So even if that post was a good answer still post new ones or re post that post if it wasn't talking about the layout sizes having 1000000 in width and heigth.

    https://www.dropbox.com/s/tzaj7b6f6kijk ... .capx?dl=0

  • I thaugth that you used the set angle Sprite.Angle to make a bullet sprite move towards a sprite but it still doesn't do that. It seems more like it moves in the Sprites angle rather then it's position if you use that. I tried using Sprite.X, Sprite.Y and both at the same time but the bullet sprite still doesn't move towards the player. It doesn't seem to be a Sprite.position in the Sprite.Angle options so how do you make it work? I know that the way you make a bullet sprite move towards the player is different depending on if it's not spawned from a sprite whit the turret behavior and if it is spawned from a sprite whit the turret behavior so i would want to know how you make it work whit both.

  • I said everything as clear as possible nad yet none replies. What,s the problem?