Davioware's Forum Posts

  • The avi object is not really worth using. In other words, it's pretty featureless and/or buggy, and not really supported. You can't make the buttons go away. At this point, Construct can't really professionally integrate video files into your game.

  • Try it on another pc. If that doesn't work, google time.

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  • What are your system specs? I'm pretty certain that construct uses a lot more resources than game maker. If you are running a really old graphics card that might be the problem.

  • You can do it with these system expressions:

    http://sourceforge.net/apps/mediawiki/c ... sions#Text

    This is the one you want specifically:

    Mid(string, index, N)

    Returns the N characters after index in string.

  • Keep lots of backups Davioware! Don't let the magnificence become corrupted.

    Lol don't worry, I have a backup for every single time I saved the file. Over 300 files.

  • Even though I saved, it seems to be working just fine (I have Vista). I think I'll just continue in this .cap. Quazi saves all the time when that happens to him in his .caps and they haven't had any problems I can think of. I will eventually upgrade if things don't work out or get too annoying.

  • how exactly did it mess your game up?

  • So, I'm still working on my game in 99.72, as I don't feel like dealing with the various random changes in my game which newer versions introduce. That said, the invalid argument bug still crashes the IDE sometimes. When it happens, the screen blinks and I know that any clicks after the flash will kill the IDE. "Save as" usually just makes the program die and I lose all progress. However, when I press save it seems to save the file just fine. Does anyone know if it's safe to save the file when the IDE is in that "death state". It seems to work fine, but I just want to know if anyone has ever had any problems with this.

  • An "explosion behavior" is too vague a concept, and quite useless when there's a plugin like custom movement. Would the behavior be applied to the explosion object, or the sprites that are affected by the blast? This kind of thing is best implemented by hand. Objects that move with any kind of "physics" usually do so with custom movement or platform or physics some other behavior. It's best to come up with a simple formula to calculate the blast proximity and the effect it has on the x and y speed of objects. Custom movement makes this very easy to do so.

    For physics, get the angle between the two objects for the movement vector, and use a formula which involves the distance between them to account for the closeness of the blast.

  • This should work.

    percentageFromColor1toColor2 should be a value from 0 to 1

    the ValueOf numbers should be from 0 to 255

    rgb(lerp(redValueOfcolor1,redValueOfcolor2,percentageFromColor1toColor2),lerp(greenValueOfcolor1,greenValueOfcolor2,percentageFromColor1toColor2),lerp(blueValueOfcolor1,blueValueOfcolor2,percentageFromColor1toColor2))[/code:4mc2vspg]
  • One thing I'd love to see fixed are the issues with full-screen programs, and how the Construct locks up for 30 sec. to 5 min. after viewing something full screen

    Direct X lost device. It dumps all the textures I believe. I also believe it can't be fixed. It's not a bug in Construct, rather a problem with Direct X.

    And Newt, I just tried to recreate your bug. It didn't crash or anything. Worked fine.

  • I was about to make this topic! With the same name even...

    I haven't had the families bug happen to me actually. Doesn't construct already prompt you to add the variables to the object when adding an object to a family without using the family manager? (It does for me.)

    The bug might be caused by 1. adding variables to an object. then, 2. adding the object to a family with variables. I'm guessing this may be the case, as I have never had a problem with family variables, even when adding extra pv's to an object already part of a family with variables. I'll test this when I get home.

    I feel that certain things should be labeled as unstable in construct 1.0. Possibly just an added sentence to the plug-in description or tool-tip or whatever. Namely, things that are buggy as hell and nigh unusable. Transitions fall into this category, and possibly the layout object also. Anything that's half complete, or incompatible with other things, or causes crashes that are deemed to difficult to fix, or not worth fixing, should be left labeled with "USE AT YOUR OWN RISK: UNSTABLE." By all means, if the bug is discovered to be easy to fix, then fix it and lose the message.

    Getting rid of the plug-in or feature completely is a bad idea, as it would break existing .caps, and more importantly, give construct one less feature, even if it be buggy. Sometimes, even a buggy feature can fill needs of one person. They may use it in just the right way that all's well and fine for them. As such, I feel the unstable label is the best way to go about warning users about the stability of a plug-in or feature.

    Davio's 2 Show-stopping bugs

    1. Crashes on layout change.

    Bug is (I think) related to keyboard input, or sound. Limiter enabled checkbox in Xaudio2 may be at fault. Sounds across layouts are also suspects. Freeing cache and stopping sounds before layout change seems to have an effect on bug. Crashing also may be due to layout switching in general. Hard to pinpoint exactly, as there are many factors. Investigation needed.

    2. Clicking on multi-subevented and/or grouped event structures, or actions within them

    This sometimes results in the wrong event being selected. (eg. an action or event within a collapsed group or sub-event becomes selected when clicking on the parent event, or an action in the parent event.).

    Sometimes, upon clicking on an action within a complex hierarchy or events, the entire hierarchy of events is selected. This is especially dangerous when one makes heavy use of control+drag to copy actions.(i.e, me.) This can lead to the click and drag facepalm, a situation in which a group of literally hundreds of events is selected and cloned when all one wanted to do is clone a simple set width action with control+drag. I even ran into an instance of this bug where my entire 1500+ event sheet was duplicated.

    This bug wouldn't be so bad if it was rare. It happens a lot. Every click I make is carefully placed as to not upset the event sheet gods.

  • Sorry, you can't. End-users must install the Direct X components to run the .exe file. Including the DXwebsetup file with your game is probably the best way to go about distribution.

  • You're probably better off using a detector sprite in this situation, otherwise you would have to have many overlapping at offset checks. Overlapping at offset can't really use a range of values for the x and y offsets, because it uses the sprite as the collision checker, as opposed to just checking if numbers are within a range. Sure, you could make a For loop to iterate through all the offsets, but that'll use a lot more collision checks, and be slower.

  • do you have a lot of graphics? By resized, do you mean scaled down?