ezrubiera's Forum Posts

  • Hi guys,

    I have a problem, and maybe u can help me. I have a room generation system in which I assign a layout to a room. Same layout can be assigned to many rooms. At the start of each layout, I spawn the enemies through spawners placed in the layout. So now, what I want to do is to not spawn the enemies I have killed, and spawn the enemies that were not killed. I can do this with the persist behaviour, but I as I said, I use the same layout for different rooms, so the enemies from the room 1 are not the same than the room 5.

    If someone knows a workaround for this, I would appreciate it, thank you.

  • and there is a way to show a capx without showing it to all the forum???

  • Problem Description

    When I export the game, it does not work, and also if I go back to Construct and use the preview mode, it also does not work and an error appears

    Attach a Capx

    I can't because it is a professional project, so I don't know how to handle this part

    Description of Capx

    ____ Concise description of what this CapX does ____

    Steps to Reproduce Bug

    • Everything works fine, the preview mode in all browsers works fine, everything cool
    • Export the game to NW.js, it exports it right
    • Open Win64 version and the screen stands black
    • Go back to Cosntruct to the First layout
    • Open the layout in preview mode
    • The error appears

    Observed Result

    This error appears:

    Expected Result

    I expect the game works fine

    Affected Browsers

    • Chrome:YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    windows 10 Pro 64 bits

    Construct 2 Version ID

    r239 64 bits

    Edit:

    Seems to be something relative to container objects that are already placed in the layout. I dont know more. What I did is create a new layout empty, and from there load the must "first" layout of the game. It is just a workaround, not a solution.

  • Yeah, thank you very much

  • TiledBackground

    ok, but now I can only change its size from up to down, no matter where the hotspot is. If I want to make the sprite larger from bottom to top the image is also displaced

  • Hello, I want to make custom progress bars, with custom shapes, so one can overlap each other and whatever. The thing I want to do is to show a percent of an sprite. Not change its width or height, that distorts the sprite. I want a way to render a percentage of a sprite. I do not know if there is any way to do it with construct behaviours and functions, or there is a plugin or something.

    Hope you can help me, thanks in advance

  • Hi,

    I am having a problem with an enemy. It is a stupid problem, but I dont know why is happening. This enemy has platform behaviour, and he can walk on the floor, and also he can invert his height to walk on the roof. The problem is when he is patrolling and he has wall to his sides, he doesnt mirror.

    On the floor it works fine, but when he is up, seems like he is not detecting the walls. Why is this happening?

    the pseudocode is:

    if(enemy is mirrored)

    ----- Simulate press left

    ----- if(enemy has wall to left)

    ---------- enemy set not mirrored

    else

    ----- Simulate press right

    ----- if(enemy has wall to right)

    ---------- enemy set mirrored

    This works fine on the floor, but no when the height is negative. I tried to change the mirror just in case construct detect the negative height as mirrored, but that iks not the problem.

  • Hi,

    recently I found a problem with my project. Everything works fine in the preview mode but when I export my project to NW.js target, it exports it right, but when I open the .exe, the screen just stands black, like this:

    Then I go back to Construct 2 and run the preview mode in the same layout than before, and this error apears:

    It is the same layout that was working fine before. I don't know what to do. If anyone can help, I will appreciate it. Thanks in advance.

  • It is just great, but I need to know how can I access the actual source color of a sprite to interpolate it between the source and the target, something like:

    set effect parameter(0) to lerp(self.effect(ReplaceColor).RSource, self.effect(ReplaceColor).RTarget, time)

  • you could set a parameter to the bullet.uid when calling the function and use a pick by uid condition..

    I think this is the best solution, simple and it should work fine.

    if(bullet collides wall)

    . .call funtion "destroy_bullet"(bullet.UID)

    On function "destroy_bullet"

    . .Bullet.Pick_instance _by_ID (Param(0))

    . .bullet.destroy;

    . .create object(particles at bullet.position)

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  • I guess u want to use physics behaviour. Try to disable the platform behaviour of the player and increase the elasticity. Try and tell if u want something like that. Of course, disable the line that says set Vector Y -500

  • For each lever save the UIDs of the doors you want to manipulate, so when u interact, u can access the specific doors u want to use.

  • Hello,

    I dont know if I have to post here this, but I suppose I am doing something wrong.

    I have 2 global objects (9-patch and text) that are always on screen with opacity 0 in a UI layer. When I have to display some text I set its opacity to 100 and show the text. This objects are created in the first layout, and its layer (UI) is also global, to override it every layout.

    The problem is that every new layout, a new instance of both objects are created, so I lose the reference to the first object IID. And I only want one copy of them.

    Why is this happening?

    Edit:

    I have just tried to turn UI layer to "no global", and seems to work fine. So, my question now is, a global layer, duplicates its content every layout?

    Edit 2:

    Ok, I think i figured it out how it works.

    -A global layer with "no global" objects, destroy its objects at the end of a layout and create new ones with new UIDs at the start of the next layout

    • A global object, persist with the same UID between layouts
    • A global object in a global layer persist between layouts with the same UID and also, a new instance of the same global object is created because of the global layer. Is this correct?
  • ^^ it worked. I feel so stupid now. I was looking for something like that in preferences tab, but I guess I am blind when I have a problem. Thank u very much

  • Problem Description

    New event window is not displayed

    Attach a Capx

    happens with all capx

    Description of Capx

    none, happens with all capx

    Steps to Reproduce Bug

    • Open any project (also a new one)
    • Go to Event sheet
    • Add new Event or codition

    Observed Result

    New event or codition window is not displayed

    Expected Result

    See the new event dialog

    Affected Browsers

    • Chrome: no
    • FireFox: no
    • Internet Explorer: no

    Operating System and Service Pack

    Windows 10 - 64 bits

    Construct 2 Version ID

    r239

    Other considerations

    I don't know if the dialog is displayed or not, maybe is hidden outside the screen (weird) but I can't see it. The program does not stops. I can press ESC to close the "invisible" dialog and go on. I can play the game in the browser and change variable values. This only happens with the new events dialog.

    So, the windows is not displayed or I can't see it because it is created outside the screen.