drpool's Forum Posts

  • Hi scirra community,

    it all started when I wanted to show off to my 6 year old: "Daddy can create a game himself, you know?"

    He was enthusiastic in the beginning because things went pretty fast and we could play together. He wanted to add more and more features and hated my answer: "too complex, takes too much time, maybe later". He then despised the game as it took me more and more time only to fix bugs. Well I still wanted to finish it and continued and continued...

    Anyway, would love to get your comments about it. It's basically a simple variation of Z (the ancient Bitmaps Brother game) but as a real time 2 player version. I wanted to test some of the cool things in construct with the multiplayer object on top of the list but also pathfinding, physics, positional audio etc. It was quite some fun.

    Originally it was designed to require a second player but then I realized that this prevents people from even testing the game as there won't be enough players to join in time. So I added a simple single player level which I'm about to improve. It's still quite tough as the AI is very aggressive. Try for yourself.

    Proxy Wars

    Ok, hope to get some input from you.

    Michael

  • Hello,

    In my project I want my sprites to collide (never overlap) against others and for this I simply added the 8-dir behavior + solid to them, which works nice. Note that I don't use the steering feature of 8-dir just the built-in collision detection. The problem is that performance drops when +50 units are on the screen. So the question is, how could this be optimized.

    I did a litte benchmark and it seems that when only using the "sprite collides with" event performance is stable (>30fps) up to at least 100 units (not perfect but better). However I don't really know how to use this sole event to implement a similar behavior as with 8-dir:

    Objects collide and stop, if the other object gets out of the way they continue (this is easy to do),however with 8-dir there is a physics effect that the colliding objects seem to slide a bit when colliding which makes them eventually pass each other (this is the hard part).

    Just to get a better picture: I want to create a topdown strategy game where units can be selected and moved, can collide but finally continue going to the desired place.

    The "benchmark" project is here:

    benchmark

  • Just a guess, not sure if it really works:

    You could name your layouts using numbers (1,2,3...) and proceed to the next layout using the str(currentLayout++) function, where currentLayout is a global variable (integer).

    Or you use the array and fill it with all the names of your layouts, then just iterate through the array...

  • Regarding the play by (string)name problem: this is fixed (added) since quite some time now, works as expected. In your action use the audio element and select the play(by name) event. The name is the one given at import time (file name).

    I've never tried to mute sound, so can't help with that.

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  • I was just about to post the same thing...

    Right now I use the additive effect, which creates a transparent effect on the sprite (if you have a background image) but coloring would be much better.

  • Hm, I created the array in my only layout. You can try it with the test project, it should fail even the way you describe it.

  • Thanks alot Yann, that saves me from using workarounds for this part.

    I will file a bugreport though as this is just fixing a problem that should not be there. Also if I add new arrays I need to fix them as well...

  • I know it's x-mas and stuff...

    However something got messed up with my project. Arrays just don't work at all.

    The object does not even show it's properties (e.g. size).

    Here is the corrupt project:

    array_test

    If I start a project from scratch doing the same things, then it works (shows hello world). The project is a striped of version of the project that I currently work on, so starting from scatch is not an option.

    And merry xmas

  • I've read the tutorial about audio "Adding sound - a beginners guide", but what I don't understand is that one can only declare a tag for an audio file when using the Play option.

    Later then all other Actions (Stop, SetLooping etc.) can use this tag.

    It would be better to give the tag when importing the file, or on preloading. Here is why:

    I would like to play a certain sound using variables (text) in an action like this:

    Audio->Play"MySound"

    However this seems not possible, I have to select the sound directly and can then give an optional tag name.

    Or do I miss something?

  • Thanks, I could fix it...

  • Can't say for sure, usually I upgrade each time it reminds me on startup. Maybe I dismissed the message once (can't remember) and therefore it doesn't popup again?

    I tried the project again but no change (luckily it was not very important), so maybe with 71 it would not have become corrupted. I'll post again if it happens to me with the latest version (on another project).

  • I saved my project yesterday. When opening it today I get the following error. Its a self contained project (one file).

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot find project file for animation frame

    Condition: FileExists(GetProjectPath().c_str())

    File: Projects\AnimationFrame.cpp

    Line: 188

    Function: void __thiscall AnimationFrame::Load(const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 70 (32-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 3)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

    I click ignore:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Setting texture, but texture file on disk appears to be missing

    Condition: FileExists(GetActivePath().c_str())

    File: Projects\ObjectTexture.cpp

    Line: 372

    Function: void __thiscall ObjectTexture::GLEnsureLoaded(struct ObjectTexture::GLTextureInstance *)

    Build: release 70 (32-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 3)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

    ignore again:

    ---------------------------

    Failed to load texture

    ---------------------------

    Error loading texture 'C:\Users\win2go\AppData\Local\Temp\cap19CG1Y\Animations\Baracks\Default\000.png': Failed to read image file data

    This may indicate a corrupt PNG file in the project directory. The image will not be able to be displayed in the editor.

    ---------------------------

    OK   

    ---------------------------

  • Well, I got it working somehow. One thing I don't understand why it's not working is the second check if the cursor is over any card. (I disabled it). I suspect it checks if it is over the same instance as in the check before...maybe someone else can clear this part. Right now it's deleting the selected card everywhere.

    dl.dropbox.com/u/40417570/Tests/test_mod.capx