DevinMurray's Forum Posts

  • 9 posts
  • I made a dumb mistake. Left a C# syntax comment ( // ) in my XML file, but it's still odd that Chrome will read it normally while other browsers can't.

  • Hello All,

    I'm using Construct 2r 244r (64 bit), Windows 10.

    I have exported my game as an HTML5 web build and hosted it on a Github Pages site, link here: https://devinmurr.github.io/MrNussbaumCB/

    For some reason everything loads and works perfectly when running in Chrome. When it runs in anything else (Firefox for example) it runs into 404 errors and XML parsing errors. This surprisingly doesn't stop the game however, but content is missing. Content missing includes text boxes and changes my main games event page in some sort. Usually you cant just skip the quiz screen by pressing the little black next button, but in Firefox you can. It will send you to another layout, which doesn't show text boxes either.

    I'm not sure if it's happening because of me, the export, or the browser. Hopefully someone can help me through this?

    Thanks!

  • Thanks for the response!

    As I said I'm completely unaware of the limitations to how proprietary pipelines are setup in game engines. I was wondering if a text XML file could be setup in the same way.

    Although, It would be awesome if you can setup images for sprites as well. When you said Gif, are you referring to the file type .gif? Or is there a program with the same name?

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  • Hello,

    I've been enjoying the handy XML tools Construct 2 has to offer, and was wondering if there is an easier way to edit and save my XML file.

    3D engines such as Unity or Unreal feature proprietary pipelines, where you can edit and save 3D assets in another application like Maya or 3ds Max, and the asset automatically updates within the game engine.

    I'm not anywhere close to understanding how that is possible, but I wanted to ask in case it's a feature of Construct I haven't found.

    Thanks!

  • So I actually got it working, I can upload the capx for any future viewers I suppose.

    My logic was solid, I just had the wrong condition in one of my if else structures...

  • Hello all, I've searched around the forums for any insight on increasing and decreasing array size within Construct 2. Nothings working for me so I'd like to call for help! ( i loved that show)

    So what I'd like to do is set the size of the array on trigger, back down to 1, 1, 1. I want to add to that array's X size. Let's say this is an apple picking sim, the basket for the apples is the array and the apples are the future elements. Every time I pick up an apple, basket X size increases by one and adds the element.

    I have everything working until I play with the array size. I've used Array Set Size (Self.width + 1, 1, 1), I've tried 'Pushing' and 'Popping', I've also tried 'Insert'.

    I suppose I need some clarification on which actions erase the arrays elements. From the array reference page setting the size keeps element values, until the array size becomes smaller than it's prior size.

    Thanks in advance!

  • Oh wow! I was reading the event page wrong this whole time, thank you.

    I never thought to reference the waypoint in the condition.

  • I don't really want to clone these enemies because I'm not sure how many I will have on each map, I like keeping "scalability" (i don't think that's a word). All the enemies have the same behaviours and react to the player the same, it's just the waypoints and positioning are different. I suppose I could clone them and put them all into an enemy family, but is that more expensive on memory than copy and pasting?

  • Hello!

    This is my very first post, sorry if I do anything wrong...

    I'm working in Construct 2, on Windows 10.

    I'm working on a game with enemies walking from waypoint to waypoint. Right now I'm using the Pathfinding behaviour and containers. The enemy is in a container with 4 waypoints, and it cycles through each waypoint setting the path each time it arrives to the chosen waypoint. Things work fine when there is one enemy, but copying and pasting making 2 instances of the enemy causes some weird things to happen. I'm used to Unity's prefabs where I can make one and place them multiple times in a scene, is there another way to do this in Construct?

    I tried using unique ID's as well but couldn't fully grasp the concept.

    Questions I'm asking:

    Is there a way to have multiple instances of one enemy object following their own waypoints?

    Are containers a good substitute for Unity's prefabs?

    Also, how do I upload cap.x file?

    Here's the google drive link for the cap.x https://drive.google.com/file/d/0B0Lmgx9nyVMATzZFUHk3TEk3QXc/view?usp=sharing

    Thanks in advance for any comments!

  • 9 posts