cmontville89's Forum Posts

  • I was writing an entire project using this "feature" until it was changed from construct 2 to construct 3.

    This allowed me to make a get/set in the same function with the convenience of checking if additional parameters were empty or not. The issue with return 0 instead of "", is that I would never send a blank string as a variable to function -- but I WOULD pass zero as a parameter.

    Now I would not be able to say if param(x) == "", set variable to param(x).

    I have had to rewrite a thousand lines of code to redo all get/sets functions and calls. Which has been extremely frustrating, as well as making no sense.

    Why was this changed? How is this a benefit over how it was in C2?

    I guess the alternative could be:

    if param(x) == 0 && param(x+1) == "Set" >> set varaible to 0. But this sucks. It was better before. At least from my perspective.

    Why did this change?

  • Thank you! Anyone know how to remove the plugin from C2 as it isn't used in my project? I would prefer this not to happen again, and so I can move this project to C3 in the near future.

  • Thank you! Does anyone know how to remove the plugin from the project. I used on a project like 5 years ago, and then it was just installed in my C2 when I started working on my new project. Not even used in the new project.

  • construct.net/en/forum/extending-construct-2/addons-29/plugin-advanced-textbox-59727

    Please if anyone has a copy that they can send me.

    I have a project I have been working on for years. I didn't even use the plugin in my project, but it says I need it to open the project.

    Is there a workaround for this? I am going to be heartbroken if I just lost everything :(

  • construct.net/en/forum/extending-construct-2/addons-29/plugin-advanced-textbox-59727

    Please if anyone has a copy that they can send me.

    I have a project I have been working on for years. I didn't even use the plugin in my project, but it says I need it to open the project.

    Is there a workaround for this? I am going to be heartbroken if I just lost everything :(

  • So we never did get that expression did we....

  • Problem Description

    I am sorry I am not going to follow your entire bug reporting format, but this is a serious issue. The search feature for event pages does not work 100% of the time. Not only that, but it is seriously lacking in comparison to other IDE's. If the expression, action, or condition you are looking for it minimized in an event block it may not pick it up. When are working in a program with 5000+ events, this can become excruciatingly important.

    IE I search for a variable thinking I have swapped all uses of it. No results, ok time to delete. Delete the variable.... 12 events removed. This should never happen, and frankly makes it feel like I am coding in a childs play toy. Step it up scirra, this is unacceptable.

  • Works with Firefox, guess I am using this for testing from now on.

  • Problem Description

    ____ A concise description of your problem here ____

    We recently ran into a red loading bar on testing our project. This occurred only after the addition of another "character animation." These are about 50x100 (*with 250 frames each).

    Upon testing we were able to determine that it was not the size of the file, but the frame count that caused a problem. The test run is requesting too many calls from the local server, and returning a "insufficient resources" error code.

    Removing the character sprite solves the problem, but now we have to delete 5+ chars just to run it, and then ctrl-Z them back in (this is very frustrating).

    The export works fine, but this is because construct compiles sprite animations into singular sprite sheets, while in the IDE it does not (nor does it allow animations to be held as single sheets).

    Attach a Capx

    ____ Upload a Capx to this post ____

    dl.dropboxusercontent.com/u/575 ... ample.capx

    Description of Capx

    ____ Concise description of what this CapX does ____

    This cap holds 30+ mock character animations, it simulates the test server request overload.

    Steps to Reproduce Bug

    • Step 1 - Add enough frames (approximately 6000+).
    • Step 2 - Test run from IDE
    • Step 3 - Be frustrated!

    Observed Result

    ____ What happens? ____

    Red loading bar, failure to load images.

    Expected Result

    ____ What do you expect to happen? ____

    To load the images as it should, or allow single sprite sheets to be workable in the IDE.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NO)
    • Internet Explorer: (Why?)

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Windows 8.1

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____

    version 212.2

  • You may be right about it blocking its own LoS because of solid behaviors. I do not think it was solid, but possibly another behavior (Pathfinding, 8 Direction, etc) caused it to block LoS.

    As far as a second family goes. I could do this, but I have 10+ unit types and a ton of functions which reference that family universally. I would have to double my functions.

  • I tried that. It would only reference its own e_GPS and would not retrigger the has_LoS condition

  • I have 8 or so objects in the family "entity." Each of these objects has a "e_GPS" object which controls the facing animation of these objects in an isometric map. This e_GPS object also has the Line of Sight behavior because it is the only object for "entities" which actually changes it's angle.

    Here is the problem. I want to say: If "e_GPS" has line of sight of "e_GPS" store ID of instance 0 and store the ID of instance 1 (as you might do with collisions referencing instances within a family).

    The system is not referencing either of these objects with the "pick 'e_GPS' instance X".

    So how can I pick object/family instances in a Line of Sight event, and have it so that the line of sight operation works even when trigger 50+ times simultaneously.

  • I found the problem. I was on start of layout, going to another layout to load Global UI elements. This was causing the initial event to run, then going to the UI layout (destroying the initial objects) and then going back to the game layout and restarting the "on start of layout" event with the global variable maintaining the value from the first event trigger.

  • Can you pin objects in a container to maintain x,y position

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  • I have run into a rather annoying problem.

    I have a series of objects, which are in the family buildings.

    I run an event so that | on start of layout & for each "buildings" >> add 1 to count_waypoint | this returns 14

    There are absolutely no other references to count_waypoint, and the system only shows 7 objects total for the family "buildings"

    When I switch the target family to another family "buttons_UI" which has 5 objects, count_waypoint returns 5

    I have deduced, by switching the family and switching the objects within the family around, that the problem is only occuring for objects that originally start on the screen.

    all building objects begin in the layout, while buttons_UI is loaded from a different layout.

    ** even weirder... originally this was set up to spawn a waypoint at each building, and set an instance variable (index) to count_waypoint when spawned.

    However the index variables for these waypoints began at 8, so the event was running 7 times (all while adding 1 to counts_waypoint) without spawning a single waypoint. In the end there were 7 waypoints, 7 "buildings", and count_waypoint = 14....

    I have had several other developers look at this, and no one can find the answer. I replicated the events in a separate project and it works fine.

    Anyone know what is going on?