dunebeetle's Forum Posts

  • 11 posts

    I've returned from a several year hiatus, and this is the first thread I ended up in. I'll say I'm anticipating the official release of this.

  • Alright the problem was with the second item there about the peerIDs. There was two issues I believe.

    I was assuming the Multiplayer.PeerID returned the current instance's peerID.

    and

    The multiplayer peerID table is not ordered the same across host and peers. (I'm not 100% sure if this is the case)

  • Is there something easy to miss that would make the host grab zero values for client input states? I followed the pong example, and used all the parts it looked like I needed for my project. But the host always grabs "0" (zero) for my input values no matter what I do.

    Here's what I know:

    -I originally added the input tags in another layout. I tried adding them in the same layout. No change.

    -The PeerID that the peer says it is, is the same PeerID that the host is trying to read from

    -The peer is setting the input values to non zero numbers.

  • If you create a family variable with the same name as one of your child instance variable, you should be given an option to "promote" the variable to family scope, and all usages in the project are replaced with the family usage.

    If this was implemented for variables, behaviors and effects, I would hail it as the greatest added feature of all time.

  • My objects are already in the family, and breaking them apart in an attempt at merging them would be more trouble than it's worth I'm assuming.

  • Is there a reasonable way to refactor the events so that I don't have to manually go through every single usage and change the variable to the family variable before I delete the instance variable?

    You could say the same thing for behaviors and effects as well.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/172444/Container_UponObjectCreation.capx

    Steps to reproduce:

    1. Press T to spawn a new Sprite object, and set that object's container array to the number of times you have pressed T.

    Observed result:

    Error is thrown by the browser, and the value is not set correctly in the object's container array.

    Expected result:

    No Error should be thrown, and the value in the object's container array should equal the number of times you have pressed T.

    Additional Info:

    There are 3 groups of events that I have included

    Group 1(Buggy Version) - Run this to witness the bug.

    Group 2(Buggy Version With Wait) - This uses a wait right before the function call to avoid the bug and achieve intended result.

    Group 3 - This also shows the intended result and shows that using a function call is critical to why this bug happens.

    The error that is thrown is this:

    The page at Iocalhost:50000 says:

    Javascript error!

    Uncaught TypeError Cannot call method set of undefined

    localhost/Arr_plugin.js, line 413 (col 7)

    This is either a bug in Construct 2 or a problem in a third

    party plugin or behavior - please report it to the developer!

    Browsers affected:

    Chrome: yes

    Operating system & service pack: Windows 7 sp 1

    Construct 2 version: 146

  • I get identical results with spawning or using system's create object.

  • Is this something that has still gone unnoticed?

    I have arrays in a container and they are not being created quickly enough after the parent object is created. I must wait .01 seconds at the beginning of "On created" for the arrays to become accessible. Without the wait, it picks the first instance's array in the layout.

    Why would object instantiation be running in a different thread? Why??

  • How do you pick an object with an unknown object type even if you know its UID?

  • I'm trying to pick objects from a group of objects, and I noticed that you cant add objects to arrays, so I tried something like this:

    playerChoice & Player.choiceIndex & .X

    where I have some objects like

    playerChoice1

    playerChoice2

    playerChoice3

    playerChoice4

    I'd like to write something a bit more elegant than a huge block of if statements. I'm used to autohotkey and there you would use a command to evaluate an inner statement to inject into the broader expression. Any idea if this or something equivalent is possible?

  • 11 posts