CAWithey's Forum Posts

  • Link to .capx file (required!):

    scirra.com/arcade/example/6017/global-object-layers-bug-test

    Steps to reproduce:

    1. Spawn global objects in your game on a specific, named layer. Make sure that layer exists in all your layouts.

    2. Switch between layouts. Make sure each layout has a different amount of layers, and that the layer number with your global objects varies.

    3. Have one layer overlapping the layer with your objects on it. Have the overlapping layer use a transparency. 'Force own texture' is not required for the experiment. The global objects will disappear with the transparent layer.

    Observed result:

    Global objects disappear with a transparent layer.

    Expected result:

    Global objects should be visible with the transparent layer, same as the rest of the text on that layout.

    Browsers affected:

    Chrome: yes

    Firefox: unknown

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7, SP1

    Construct 2 version:

    Release 135 (64 Bit)

    Very difficult bug to track down from a large game that features many layouts, each with between 4 - 8 layers. The overlapping transparencies DO NOT cover the HUD in the game, but still cause global objects in the HUD layer to vanish. The transparency layer is used for lighting effects.

  • Behold: The final update (on Scirra Arcade) for Dream Enders: Version 0.0.12 ALPHA. Over a year in development, Dream Enders has grown too large in size for the Scirra Arcade to contain it anymore. The game and all future updates are always available at: game.cawithey.com. The Scirra Arcade version does not have music due to size constraints.

    Moreover, I've even created a tabletop Dreamenders RPG game for use with myself and my buddies. To contribute, run, or play Dreamenders RPG, send an e-mail to: DreamscapeNexus@gmail.com.

    To play Dreamenders the video game, visit: game.cawithey.com

    I will no longer be updating this forum with the latest versions, or updating the game on Scirra Arcade. All future updates will go to the above website exclusively. Thank you for your time and for playing Dreamenders!

    Follow @n00bsaus for all DreamEnders updates and activity in the future.

  • Care to collaborate and share ideas? And your problems with your first computer might be the Scirra Arcade itself. After x amount of time passess, I'll be able to host it on a new site. Might work better.

    But tell me about your game. I'd love to hear what you have in mind, and I can share some of my plans in turn.

  • And... 0.0.10b uploaded. The combat in 0.0.10 was slightly completely broken.

  • Speaking of which, 0.0.10 is uploaded and live on the Scirra Arcade.

    scirra.com/arcade/action/1367/dream-enders

    I'm testing the uploaded version and the dialogue problem isn't occurring here. However, only on the uploaded copy am I seeing a problem with the character selection screen background (supposed to be black with stars).   It works correctly in the preview mode AND the webkit version, so I presume that it's a problem with the Arcade itself. Also, players report problems when switching between other windows or Alt+Tabbing. Controls my stick or the game may become unresponsive. That may also be a fault of the Arcade--I can't be sure.

    Either way, enjoy many, many hours of solid troubleshooting and bugfixing:

    scirra.com/arcade/action/1367/dream-enders

  • Good finds! I was aware of both of them, and I've done what I can to rectify them. However, the dialogue staying open is not a problem I have on my end, and the animation of the character not turning when against a solid object is a problem I've been tackling for a long time. I hope 0.0.10 treats you better!

  • Yep. 0.0.9 has bugs. But it also has a new home outside of Scirra Arcade. Try it out in the coming days at game.cawithey.com

  • Maybe it'll be better now that you can actually access your inventory screen? Either you didn't have that problem, or you didn't get very far? Appreciate you trying it, though.

    Also, 0.0.9 is being uploaded now. Fixes all the game-destroying problems that I added between 0.0.8 and 0.0.9. Which means I come out almost even. Har, har.

  • So, yea, I don't update this forum thread as often as I update my game. Regardless, Dream Enders is now 0.0.8 ALPHA.   ..or 0.0.9. Some time has passed. Updates came out. Things broke and were fixed. Limitations were found in the editor and worked around. All is well.

    Dream Enders 0.0.8 ALPHA:

    scirra.com/arcade/action/1367/dream-enders

  • Here's another fun quirk I found: using the above method, I installed a mob counter to tell me how many rats were able to successfully spawn. Assuming a hard cap of 100 (for examples sake), the mob counter will tell me that there are 100 rats spawned after a short period of time--however, there will only be about 5 - 10 actual rats within the level. The rest are not outside the bounds of the level, nor covered up by obstructions or sprites. They're just simply not there. So now apparently the Rat1.count is lying/confused about the actual number of Rat1's there are. This is sure not making mob spawning easy for me...

  • Through experimentation, I've discovered that objects (my rats) have a difficult time spawning when part of a family compared to when they're not. The same trigger: "every 0.1 seconds, spawn rat1" will spawn rats 10x faster than the EXACT same trigger when the rats are part of a family 'monsters.' I feel that this is a legitimate problem within the editor, and is seriously undermining my ability to spawn monsters regularly and consistently.

    It's also making it impossible to spawn a collision sprite with each monster as the same commands running side by side will spawn 10 to 100 times MORE collision sprites (because they're not in a family) than the monster itself.

    And the reason the rate is so high is because I set a hard cap of the number of monsters spawned at any given time.

  • So I just uploaded a tweaked version of my production tests map at:

    scirra.com/arcade/example/3302/dream-enders-production-tests

    I would really love someone to tell me why it's not detecting the collision data of the secondary (now purple) collision data square until the rat is physically overlapping the barrel, please. For all of my testing, I haven't discovered why this might be. It's looking more and more like it's beyond my power to address.

  • scirra.com/arcade/example/3302/dream-enders-production-tests

    Once I ran into a few other problems, I made a separate CAPX to address those problems. I attempted to address the problem I had of global gravity but, ironically, I couldn't recreate it. However, it does showcase the problems I'm having of collision data where the secondary collision detection sprite doesn't detect collisions and that, randomly, the rat will stop moving and the collision detection line will stop spawning.

    Also, I don't know if this is significant, but I had to set the Linear Dampening and Friction way over 1 in order to get them to behave correctly (for the barrel fragments). I'll continue work over here either to recreate the global gravity bug, or to squash it. In the meantime, however, this collision detection system and having monsters randomly stop moving seem to be beyond my power to fix.

    And this was created before Construct 2 introduced pathfinding. I prefer this system I have now in this particular scenario, though I would prefer it more if it were working again. Seems like this used to work before some of the new patches, though I can't speak to that for certain.

  • So, this problem that has existed for five versions still exists with the latest version, Construct 2 R119. I'll try to replicate this problem with a clean project file, but the problem I'm getting now is exactly as I stated above: The first instance of a physics object behaves as affected by default gravity no matter if I turn off global gravity on the object or not. All/most times afterward it works as intended.

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  • Actually, on further observation, it looks like the physics objects fall a certain amount of times, not just one, before behaving. Sometimes, it takes the 2nd or 3rd time spawning the object before adjusting the gravity to zero.