ConraKojiro's Forum Posts

  • Still sets to: 77.5, 81, 84.5, 88, 91, 95.

  • http://imgur.com/a/6hEtf

    I got a bit of a problem I'm not sure how is even happening. I've got a bar that moves to a position on the title screen to select what option you want to do: New game, Load, Save etc. It works all fine. It's a regular old sprite. But then I realized when you select options I want to adjust the size of the bar to border new options that pop-up. that's all nice. But the sprite looks kinda ugly stretched so I changed it to a 9-patch instead. Little did I know that it wouldn't work anymore.

    In the picture you can see the Y is set to the "title_"s which worked fine before but now my 9patch appears in new places.

    All of the ys are meant to be: 325, 360, 395, 430, 465, 500 (corresponding to the "title_" text objects)

    But are instead the Y is being set to: 77.5, 81, 84.5, 88, 91.5, 95.

    The weird part is in the de-bugger the Y's of all my text objects are correct (325, 360, etc) Yet it's setting the Y to (77.5, 81, 84.5, etc)

    I thought that initially the hot-spot for my 9-patch was wrong to then realize it doesn't have one. I see a correlation of 3.5 when it's meant to be 35 between all the Ys, but I don't get where the values are being pulled from? I have no other objects with that Y value,

    I even changed out "title_newgame.Y" to 325 but it still wants to be set at 77.5?

    Thanks, Conra

  • I have <0 as my death event, I checked the de-bugger mode and enemies were stacking up to -2000 damage, but after playing around with stuff it's not happening anymore. I don't know what caused it to stop but it's sorted now

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  • http://imgur.com/a/6eTwZ

    So basically my game has been working fine in this aspect, when all of a sudden I noticed something stupid start happening. As you can see from the image that's

    how damage works. Enemies get hit by the player's bullet, they take damage and display it etc.

    But FOR SOME REASON when I start a instance of the game I can kill enemies, but then randomly after let's say "20 kills" (it's random when it kicks out) I don't deal damage anymore. It displays stuff like "-10" or "-13" over their heads but enemies I know only have 30HP are taking like 20 shots and still not dying... I haven't tampered with these events/actions since I made it because it worked fine. I have not referenced anything to do with these variables out side here other than creation of the bullet and that was made before this event. Now i'm starting to think my version of Construct 2 is bugged because this isn't the only unexplained problem i'm having without tampering with what was previously working fine.

    Thanks, Conra

  • Ah, thank you very much ! Now I know it's actually a performance issue on the programs end and not my specs I have just easily sorted it.

    The fact that I set the enemies to find your position every 0.1 seconds all I had to do was up it to 0.5, so there's not as many tasks being executed in the system. The enemies aren't AS precise now but at least there's no performance issue now. They're still quite consistent. I might test around to see what the optimal check-rate is for performance. To also help out i've made it so the enemies won't chase you if you're too near spawn so less enemies should be on screen where the issues happen. Thanks for this!

    However the bullet problem still persists. The Warrior and Wraith's shots still change animation/direction when the enemy is destroyed.

    This was the problem that I had little faith in fixing. The only possible solution I can think of would be to:

    A) Rather than them all being 1 object for convenience, being all separate so that they have no way of changing animation since they're stuck to 1 sprite per attack.

    B) On creating the object I create an XTarget and YTarget in the instance variable so that I can set so that EVEN IF the warrior or wraith is defeated it will stay true to the path.

    At the end of the day I don't see why I should be having to add more objects and events SPECIFICALLY because two attacks aren't functioning the same as other bullets that have the same actions and events as them...

    Appreciate the support!

  • It did not fix it, for some reason my enemies behave fine in that instance of the game but not in my main version or my new copy... Hmm....

  • I removed all the un-important stuff and changed all the sprites, So cool! Son of a bitch!

    All the stickmen are ok enemies, the Warrior and Ghost are the ones that previously had a problem

    https://drive.google.com/file/d/0B2iDOW ... sp=sharing

    The problem with the attacks isn't happening so I might just save my game as a new .capx and see if that fixes it, but the problem with walking into the walks while an enemy is shooting you still persists even when my game in tiny.

    If you can sort this for me it would be very appreciated!

  • I've got 2 problems that i'm just struggling to fix. I'm not sure if they're bugs or if i'm just un-aware of a mistake but here they are:

    1) When the player rubs against a wall, I get 60fps, When an enemy is shooting at the player I get 60fps, but when the player rubs against a wall while being shot at, the game goes down to 2 fps, does anyone know why the performance messes up?

    My player uses 8 directional movement, my walls are solids and my enemies use line of sight and the > Every X Seconds condition to fire. It's nothing complicated that really should strain computers or even laptops at that matter. My 5 year old laptop can run the game pretty well. But it gets this problem too.

    2) My enemies are all the same object, when I spawn one it randoms which animation to play and depending on which is chosen it sets the stats and attack patterns of the enemy. That works fine, enemies have the right health, damage, speed etc but for some reason this next thing only applies to 2 of my 6 enemies... When the enemy dies:

    My wraith's bullets suddenly change path to target the player until they time-out (bullets in my game only last about 2 seconds at most)

    And my warrior's bullets do the same, except my warrior has 2 attacks, slash and stab. When it dies all the stabs turn into slashes and follow the player until they time-out.

    I'd post my events but the only thing that happens when my enemies die is that they get destroyed and they place a loot bag down. I haven't made an actions for the bullet when my enemies die so I haven't made a mistake without realizing.

    Just wanted to know if anyone else has had this problem?

    Thanks,

    Conra

  • calebbennetts Thank you very much, it works a charm. Surprised I didn't see this.

  • How to I organize my objects to that their Y position sets their Z order, I basically want it to set to that if something has a higher y position it will be above other sprites to add depth. I can't seem to see anything about it other than plugins which I don't know how to set up.

    Thanks,

    Conra

  • Asmodean

    It's still giving me the same errors. What is the conditions for events: 3, 5 and 6?

    Thanks

  • randomly

    I sort of understand. I'll need to run it through Construct first to get a feel for it. The only drawback is I was probably going to set the X and Y positions as follows:

    X ---> spawner.x(specific instance) + random(-250,250)

    Y ---> spawner.y(specific instance) + random(-250,250)

    This was enemies don't spawn EXACTLY on the spawnpoints, just around that general area. I mean I would just set the enemy so that it waits 0.1 seconds after it has been creation to add (-250, 250) to both the X and Y values it already has after being sent to one of the spawners but.

    Asmodean

    It get what you mean, to an extent, since i've never tried it before it's a bit hazey for me. If I can get this to work i'll probably go with this one since FOR NOW i'm not bothered where enemies spawn but later down the line I might add other biomes in so specific enemies will appear there. I downloaded the files you sent me on Google Drive. But when I launch them in Construct 2 it says it can't locate the Layouts? It refuses to launch it at all. Even says to me that the animations are missing for objects but I can see them in the folder... Any idea as to why it's doing this?

  • Before I tackle this I wanted to see others think before I attempt it myself first.

    What i'm trying to achieve is an infinite game, I want the player to endlessry run around killing enemies and they'll re-spawn outside the player's field of view. But how i've concepted it goes like this:

    At the beginning of the layout i'm going to spawn a bunch of enemies in the room.

    I figured that i'd just check to see how many instances of the object are in the layout and if it goes under a certain amount of instances i'd spawn more but the problem is, if I spawn one and set the location as random.

    Then there's a chance it will spawn on the player or within the players field of views. I don't want this.

    So I concept that i'd make a bunch of spawners and scatter them all around the map so the game just chooses one of them as a spawn location for the enemy. But I still don't know how to remove the spawners that are in the players field of view from the choose() function. I'm still pretty new.

    I thought up this way, but it seems a bit ineffective and the amount of object spawners on the map might cause performance issues for lower spec computers since I want to make the map quite large. If I had to compare what I'm trying to achieve to a game. Check out someone fighting in Godlands in Realm of the Mad God. Although it's a small area in the map enemies will constantly re-spawn as long as players aren't around.

    If there's any easier alternatives i'd love to hear them. Thanks for your time.

    Conra

  • Is there a way to upload my project file privately? Since it's bare bones I don't mind sharing it if it will help me overcome this problem.

    Thank you for the quick response, didn't know the forum was this fast for a response feel bad for taking so long to respond haha.

  • So er, does anyone else get this annoying thing where something will work perfectly in one project and not in another?

    Right now I've got two problems (Got more than that but i'll use these two as an example):

    Class Selection:

    I have implemented 3 classes but for some reason player 1 can only access two, and player 2 can only access one.

    P1: Roama, Suar (Cannot access Zenist)

    P2: Roama (Cannot access Suar or Zenist)

    Any attempt to do access them and it sends me back to Roama...

    Now in my past project I had a space shooter that you cycle through 4 weapons and depending what weapon you had was a different shot. So i'm using that basis yet it's blocking me from accessing stuff this time round.

    I would argue it's to do with my programming but i've done this stuff before and it works fine.

    I'm thinking it's something to do with the program now because I set up this coding earlier as a test and yet it gave me this result...

    Every Tick > Player1HPText | Set text to "Player1" (Player1 is my global text variable for player 1's class, which is naturally set to Roama on start of layout.)

    Yet when I run the game normally it literally displays the letter "R".

    Even when I run in debug mode it tells me it's Roama the variable is Roama.

    So I tried the same thing with the Suar class and it did the same but gave me "S" instead.

    So you'd think it would be down to a problem with the size of my text box right? Wrong.

    My text is 16x16 per letter and my box is 200x25. I can have 12 letters and last time I checked Roama was 5 and Suar was 4.

    If anyone could tell me why I have these problems it'd be a massive help because this project is doing my head in yet my other

    projects have been fine with these easy stuff.