cdgray626's Forum Posts

  • 8 posts
  • Hi C3 team,

    C3 crashes every time I close my main project (on r407.2), my hunch is it's related to the Instances bar. I want to open a bug report in GH, but I can't replicate it on a smaller project (per the bug report rules). I still think the data might be useful to you. I've attached the crash report here. I'm also happy to send a version of the full project file if that's useful as well.

    Thank you!

    Error report information Type: assertion failure Message: cannot find child to remove Stack: Error at za.G8a (https://editor.construct.net/r407-2/main.js:1139:314) at window.assert (https://editor.construct.net/r407-2/main.js:1054:353) at d.HHa (https://editor.construct.net/r407-2/main.js:1662:417) at d.l (https://editor.construct.net/r407-2/main.js:1666:101) at Array.wKb (https://editor.construct.net/r407-2/components/bars/instanceBar/instanceBar.js:55:171) at window.stb.dispatchEvent (https://editor.construct.net/r407-2/main.js:1289:42) at CCG.Yn (https://editor.construct.net/r407-2/main.js:838:438) at CCG.Xn (https://editor.construct.net/r407-2/main.js:844:407) at https://editor.construct.net/r407-2/components/bars/projectBar/projectBar.js:17:132 at https://editor.construct.net/r407-2/main.js:1953:388 Construct version: r407.2 URL: https://editor.construct.net/ Date: Thu Oct 31 2024 08:56:57 GMT-0400 (Eastern Daylight Time) Uptime: 41.6 s Platform information Product: Construct 3 r407.2 (stable) Browser: Chrome 130.0.6723.91 Browser engine: Chromium Context: webapp Operating system: macOS 14.6.1 Device type: desktop Device pixel ratio: 2 Logical CPU cores: 8 Approx. device memory: 8 GB User agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/130.0.0.0 Safari/537.36 Language setting: en-US WebGL information Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium) Numeric version: 2 Supports NPOT textures: yes Supports GPU profiling: no Supports highp precision: yes Vendor: Google Inc. (Apple) Renderer: ANGLE (Apple, ANGLE Metal Renderer: Apple M2, Unspecified Version) Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 511 Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_render_snorm, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_mirror_clamp_to_edge, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_sample_variables, OES_shader_multisample_interpolation, OES_texture_float_linear, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_astc, WEBGL_compressed_texture_etc, WEBGL_compressed_texture_etc1, WEBGL_compressed_texture_pvrtc, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex, WEBGL_render_shared_exponent, WEBGL_stencil_texturing

  • Ahh got it I thought so!

    I think I managed to get the behavior I wanted using Custom movement and the raycast action. Thanks for the suggestion!

  • Hi there,

    Messing around with physics and am struggling to implement something quite the way I want to.

    I'm using the "Apply force towards" action on click/tap to accelerate an object towards the mouse. I want the object to have pretty high elasticity and bounce off of the environment. However, regardless of elasticity in both objects, if the velocity of the moving object is <40 (ish) in X or Y direction, the object sticks to the wall rather than bouncing.

    I've tried many variations of elasticity, damping, etc, but they all have roughly the same outcome. I've also messed with the stepping iterations, stepping mode, etc.

    Am I missing something or is this just a limitation of the physics sim?

    capx and video.

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  • This is.....so cool. It's so simple, but not simple at all. It's genius. Love the art and concept, and also it's really fun. Awesome job!

  • Thanks so much for this explanation! Agreed using the timeline is the simplest way to do this...I think I was using the layout transitions in sample projects as a reference so I didn't think of it.

    I think I'm following but will play around a bit to see if I can get it to work with events based on your suggestions. Regarding the .zip -- is there supposed to be a CAPX in there or should I be trying to open in browser?

    That Alley Cat game is so awesome! Thank you for sharing. I love the little detail of the cat crashing to the ground and reappearing after you get kicked out of the windows. Lots of good stuff to pull from...especially if/when I decide to take Frankie out of the apartment and into the streets.

  • No worries. I found an interim solution using "Wait" so I wasn't blocked : ). Would be great to hear your thoughts on the capx though!

  • Of course. Apologies if it's a bit messy in there. WAD to move...the big pink box on Layout 1 is what transitions you to Layout 2.

    https://drive.google.com/file/d/16y_fKhAX8Iz4u0GdbwLcbe9sSjmHOqop/view?usp=sharing

  • Hi all,

    Working through my first "game" and things were going smoothly until today when I tried to introduce a second Layout AND timelines into the mix. My experience with programming (and Construct) is limited so I'm wondering if there's something obvious I'm missing here.

    Intended function:

    - > When player gets certain # of points, they can access a new "door"

    - > When they enter the "door" (on collision), they are brought to a new layout (Layout 2).

    - > On start of this layout, the player views a short animation (timeline begins on start of layout, player cannot access any controls), screen fades to black, and they are brought back to the title screen

    Steps 1 and 2 are working as far as I can tell. But:

    1) There have been a few instances where I'm seeing different behavior when starting Layout 2 from preview vs. entering from Layout 1.

    For example, if I use the event sheet below (gameover.png), the whole sequence plays properly when I start the layout with preview. If I play the game and enter from Layout 1, the "Go to StartScreen" fires off about 3 seconds into the timeline. This seems odd because Layout 2 has its own event sheet and there is no inherited code between the two (since it's all animation).

    2) Events based on timeline triggers are behaving differently depending on the trigger, but I don't know why.

    I thought maybe I wasn't being specific enough with my timeline event, so I set it to fire off the transition + gameover functions after the timeline is "finished." If I try the below (gameoveralt.png), I can get all the way to the end of the animation in Layout 2 preview mode AND when entering from Layout 1, BUT now the fade in doesn't work properly.

    I've tried a few other things and they're all ALMOST there but something goes awry. Even if I manage to blunder my way into a solution, I'd love to know if there's a bigger picture thing I'm missing here about layout transitions, timelines, or life in general. And, happy to share CAPX if it's helpful.

    Thanks in advance.

  • 8 posts