DoobieDoctor5000's Forum Posts

  • I recently submitted Jammin' With Chu to a game jam (found on gamejolt at gamejolt.com/games/other/jammin-with-chu/30339/) and noticed it likes to freeze and unfreeze sporadically. At first I thought it was because of the particles, but when I set the particle counts to a debug text, it never went above 50.

    Is there any chance you can look at my capx and give me some tips on preventing the game from freezing like that? It's not a very good game but the freezing basically eliminates any and all fun.

    Capx is too large to upload here. It can be found at this dropbox link: dl.dropboxusercontent.com/u/62554382/JamminWithChu.capx

    Thank you for your help!

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  • Have you tried having an invisible sprite placed in the direction that you want your 10 sprites to move, and then using a move-toward action/event?

  • Ooh ooh a question I think a noob like me can actually help with!

    I just found this out right now. What you're looking to do is change the window size. To do this, first make sure your properties bar is visible. Then click anywhere you don't have any unlocked sprites/objects. The properties bar should now reflect the properties of the layout. In layout properties, it only lets you re-size the actual layout, rather than the window itself. So now you'll want to click on "View" right next to where it says "Project Properties". It now lets you change the window size!

    I know this is an old thread but I hope this helps.

  • I tried replying last night but I guess the servers were wonky. It kept saying I didn't have permissions to post.

    I thought I had found the solution. Go ahead and re-download my capx file again to see what I did.

    But then I see your next solution here and I'm so jealous! Yours works WAY better than mine. As you can see, with my solution, the door will kind of stick at times unless you move the mouse before each click. YOUR way is what I wanted to do, where every click would activate the door.

    Thanks again for the solution. I will study it and try to see just what you did.

  • Both your door frames were the same size, so you can make them frames in one animation without having to move around the image-points like I did in the other example.

    Here's the best and easiest way to do it (in my opinion):

    https://dl.dropbox.com/u/11087850/doobiedoctor_edited.capx

    Thank you for the example. The reason I originally chose to use two separate sprites is because the door sprites are different sizes. Looking at your edition, the door gets smaller when open. My goal was to prevent that. I'm trying to get it so the height of the door hinge remains constant.

  • So it looks like I've solved the problem. When I was at work earlier, instead of working on my game like I wanted to, I downloaded the update. It took about an hour on their horrible wifi, but I got it done. Since I didn't have time to do anything else, I decided to test a theory of mine. I went into offline mode before shutting down my computer. After work while on the bus, I turned on my laptop and started Steam in offline mode. I was able to run all of the capx files that required the updates, which meant that the update was finally remembered.

    It's another inconvenience of DRM, which I should have expected from Steam. You have to be online to go offline (go figure), or it will roll back your updates until you're online again to update again. Without turning this into a debate about the ridiculousness of DRM and how it punishes real purchasers of software, I must say that I am relieved to know that I can use Construct 2 at work now.

  • Set only one version to updating to beta. At work and at home use the version that doesn't update to beta.

    Unfortunately it doesn't work that way. From what I've seen:

    • Free and Personal are separate entities in Steam
    • If you set Personal to update with the beta option, FREE updates but not Personal
    • You only need to update one to use one or the other
    • If you delete FREE, then the installation from FREE somehow carries over to Personal, which will then update instead of FREE because FREE no longer exists
    • If you reinstall FREE, it goes back to the way it was, in which only FREE updates but both are usable as long as they're updated.
    • Now I can't use EITHER, because I haven't done the re-update after restarting, and it says Steam can't start the software with shared content.

    Why couldn't the Free and Personal versions be completely different downloads? I understand for many it sucks to re-download the same content, but for simplicity's sake it should have at least converted or deleted the Free version. I should no longer have to deal with the Free version since I paid for the Personal version.

  • I looked at your capx. Wow I don't understand what you did. I feel stupid but the animation works flawlessly. I will study it some more.

    In the meantime, this is my capx: doobiedoctor5000.allalla.com/burgerBonanza/buffetBonanza.capx

    Oh yeah as for why I'm so late in posting it, I was internet-free last night.

  • I do have both the free and personal editions installed and set to use beta updates. When I contacted steam they told me to clear everything out of my steam folder except the steamapps folder and steam.exe, and then to run Steam after restarting. Unfortunately it solved nothing.

  • I'm having a few issues getting an animation to work properly. I want to achieve the effect of a door opening and closing. At first, I tried doing it with an animation within a single sprite, but given the openDoor sprite needs to be larger than the closedDoor sprite, I decided to instead use completely different sprites.

         I'm using the following events:

    • Mouse ---> On Left Click on closedDoor ---> closedDoor ---> Destroy

         AND                               ---> System ---> Create openDoor 330,413

    • Mouse ---> On Left Click on openDoor ---> openDoor ---> Destroy

         AND                               ---> System ---> Create closedDoor 315,429

    With these events, the closed door will initially destroy and spawn the open door upon clicking on it, but the open door will NOT destroy NOR spawn the closed door upon clicking on it.

    I'm at work right now so I can't upload the capx, but if need be I will upload it tonight after work.

    Thanks you!

  • I'm having an issue with Construct 2 on Steam. In order to stay up to date, I have to opt in for beta updates. Thing is, whenever I'm in offline mode (at work or at home), Steam doesn't remember my beta opt-in, and I have to re-opt in and re-download the update. This could be seen as a mere annoyance, but at home I have no internet, making it impossible for me to open the capx files I've created, and at work, the wifi is horrendously slow. What would take me 4 seconds at my girlfriend's house will take me an indeterminate amount of time at work.

    Is there a way for me to set the opt-in with Steam and make sure that it remembers and keeps the update? What am I doing wrong?

  • I'm using the array as a en.wikipedia.org/wiki/Queue_%28abstract_data_type%29

    The second part is what angle is used, which is the oldest value in the queue or the "back" value. The gist of this is we are effectively using the direction that was pressed four frames ago.

    f sprite is not moving ---> set animation to first sprite in animation, and then reset/empty the arrayWhen the sprite is not moving we want the animation to reflect this. Without this event the sprite would just walk in place. By setting the animation frame to 0 we prevent animation and use the image for standing. The effect of resetting the queue to be empty is not really noticeable and that action could be removed. I just thought it logical to fill the queue new every time instead of reusing existing values from a previous motion. But considering the time it takes to fill the array: 4 frames *dt ~= 0.07 seconds it's pointless as that's faster than human reaction time.

    And yeah that's the main character from Earthbound.

    Thanks yet again. That's a lot of information and I'm going to take a little time off of studying it for tonight. I get the queue idea, and how its first-in first-out (took me a while to get it). I'm having trouble grasping the formula, though. I don't have a lot of experience using modulus, so it doesn't come as second nature to me. I will be back on it tomorrow though.

    In the meantime, I attempted to make a demo by basically plagiarizing what you did, and I STILL didn't get it right! lol You can see by downloading my capx here: doobiedoctor5000.allalla.com/my8dirattempt/my8dirattempt.capx

    Movement works just fine, as does diagonal placement, but you can see how it's just NOT working how its supposed to lol. It's frustrating but I WILL get it!

  • It does that since it's hard to release two arrow keys on the same frame.

    One possible solution would be to use the angle from a few frames back. The idea being that it's easier to release two arrow keys over a few frames than one.

    http://dl.dropbox.com/u/5426011/examples17/8dir2.capx

    Thanks for showing me a working example. Is that the main character from Earthbound? :)

    I don't exactly understand everything you did, though. I see you used an array, which I have yet to fully understand/utilize. I will list my interpretation of what you did here. Please let me know where I'm going wrong:

    • Create global number variables joyx and joyy
    • System --> Every Tick --> set both global variables to 0
    • Up, Down, Left, Right Arrow Keys --> is down --> add/subtract 1 to each global variable in accordance with direction (+1 for down/right, -1 for Up/left)
    • if either global variable is not equal to 0 --> add the angle expression to the array
    • If the array has 5 or more entries on the x axis (width) --> move to the back of the array
    • if sprite is moving in any direction ---> set animation to walk & int(add 360 to the back of the array, divide it by 360, and divide the remainder by 45) from current frame
    • if sprite is not moving ---> set animation to first sprite in animation, and then reset/empty the array

    As you can see, I can understand a little bit of it, but I'm missing the meat of it.

  • Thanks again! <img src="smileys/smiley1.gif" border="0" align="middle" />

    Unfortunately it only works here and there. Most of the time the player only faces directly on the x or y axis, and never diagonally. Sometimes it works as intended, where when you release the arrow keys it stays facing diagonally. I'm not sure why it doesn't work all the time.

  • Disable the "set angle" setting of the behavior. Then do the following to set the angle based on what directions were pressed last.

    global number joyx=0

    global number joyy=0

    every tick

    --- set joyx to 0

    --- set joyy to 0

    key up is down

    --- subtract 1 from joyy

    key down is down

    --- add 1 to joyy

    key right is down

    --- add 1 to joyx

    key left is down

    --- subtract 1 from joyx

    joyx not equal to 0

    or

    joyy not equal to 0

    --- set player angle to angle(0,0,joyx,joyy)

    Thanks for the reply! I was able to do everything down to a T, up until the last part where you set the angle. I keep getting a syntax error when I try to set the player angle to (0,0,gvar_checkAngleX,gvar_checkAngleY) (I used my own variable names). It has a problem with the first comma, saying that there should be something else before it?