flaye's Forum Posts

  • As a follow-up, the crash also happens on the default template platformer file in r205. I uninstalled r205 and installed stable 200. The crashes don't happen there.

  • Problem Description

    The editor crashes randomly. One example I've managed to capture is when I try to edit an image. As soon as I close the image editor, C2 crashes. It has happened on random occasions with no rhyme or reason. I also removed all 3rd party plugins that I had installed (mostly Rexrainbow's plugins). The current version is a vanilla C2 installation.

    Attach a Capx

    http://1drv.ms/1EUwduA

    Description of Capx

    This is a slight modification of the default platform example provided with C2. I added camera zoom triggers in the events

    Steps to Reproduce Bug

    • Double click on Background Tile to open Image Editor
    • Fill new color
    • Close Editor
    • C2 crashes

    Observed Result

    C2 crashes

    Expected Result

    Return to Editor

    Affected Browsers

    N/A

    Operating System and Service Pack

    Win 7 sp 1

    Construct 2 Version ID

    205 beta

  • Sorry for delay in replying. Life kinda got in the way

    rob: not sure why it's not working. It is in mine.

    AngelEyes: Thanks for the tip. Worked!

  • Brilliant!

    Thank you very much blackhornet for the example.

    And thank you all for clarifying the process.

    Clarity is in sight (yes, pun intended)

  • How do you do that?

    Sorry if it's a basic question. I know it's possible to do that with an array or a loop, but not with pre-existing copies (at least not that I found).

  • Thank you very much GeometriX!

    Your example worked. The main issue I'm getting now is that regardless of the "carrier" objects in the screen (they're all copies of the first one), the player always sets position to the first one - as shown in the image below.

    I'm assuming it has to do with UID's, but I'm not sure how to specify the Set Position to the the colliding carrier.

    The interesting thing is that the colliding carrier gets the bullet effects set in the events.

    <img src="http://i.imgur.com/OFr83Hj.png" border="0" />

    Thanks.

  • Thanks Ashley, for looking into this.

    I'm not sure either how that got deleted. I remember having to expand the .capx file to get a sprite to save it externally in order to make it into a tiledBackground.

    Not sure how the Files folder got removed.

    In any case, I created a new C2 project, copied the Files folder into my game folder, and now it works.

  • Hi,

    I'm trying to figure out a way to have an object "grab" another object in mid-air, carry it for x amount of seconds and release it at an upward angle, continuing the original trajectory.

    Here's the premise: The player is shot out of a cannon (using bullet behavior). If he collides with a flying object , the bullet behavior becomes inactive for 3 seconds while the object carries the player on a straight trajectory. After the 3 seconds are up, the player gets released at an upwards angle.

    The flying object is moving with a bullet behavior as well.

    I'd like to set an action where the player has an image point on his back, and the flying object has another image point at its "feet", so when the overlap happens, the player seems to be carried by his back.

    I've tried using the pin/unpin behavior on the player, but the issue is that it pins at either angle/rotation or both (rope or bar don't work for this). I know that move to position at every tick can be used to replace the Pin behavior. I'm not sure how to Unpin it though.

    Makes sense?

    Thanks.

  • Link to .capx file (required!):

    db.tt/KUSiTg2R

    Steps to reproduce:

    1. Open file in r134

    2.

    3.

    Observed result:

    Error message appears. After selecting "Retry", .capx loads. On a few random instances, it crashes with no reason.

    Expected result:

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    win 7 64bit sp1

    Construct 2 version:r134

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Project file missing on disk

    Condition: FileExists(last_path.c_str())

    File: Projects\ProjectFile.cpp

    Line: 23

    Function: __cdecl ProjectFile::ProjectFile(class FileFolder &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 134 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 2)

    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   

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

  • Hi,

    In continuing the development of my cannon game(tm), I encountered this issue, which I hope you can help me resolve.

    I'd like the flying character to rotate upwards by a 15 degrees everytime the touch function is enabled (or mouse clicked). This action will also extend the trajectory path. The more acute the facing angle (i.e. character looking upward), the less the trajectory extension.

    At the moment, it will not go past 0 degrees (horizontal). Also, from what I understand of how angle works in C2, 0 degrees face right and increase clockwise, as shown in the image below.

    <img src="http://i.imgur.com/EQiXhHW.png" border="0" />

    Is it possible to set the default 0-degree angle to point upward, so 90 degrees will be facing right and 180-degrees pointing down?

    I think that it will help with the math calculations. At the moment I'm assuming going from 0 minus the 15 degree angle goes into negative territory rather than 345 degrees, as it should.

    Is there a workaround for this?

    Also, when the "Flying" value reaches 0, the rotation function stops working and the character falls down to the ground. How do you disable the touch function once it reaches 0?

    Let me know if you need further clarification.

    Thanks.

    solved: Couldn't have been simpler - rotated the player character 15 degrees counter-clockwise every touch. I was just over-complicating things by thinking like a programmer :)

    Occam's razor strikes again.

    Very elegant, C2!

  • RandomExile &@Kyatric

    Thank you both for looking into this. It seems that Tom took care of the issue and everything has been resolved.

    Kyatric, I understand the purpose of being as specific as possible when describing errors, and the importance of clear and direct communication.

    I tried to be as clear as I could when I wrote that - and I quote:

    "It seems that there's a server issue with the search function in the forum" as well as provide the error that resulted.

    I didn't say "search doesn't work". Maybe it was interpreted as such, possibly through the topic header (Search function in Forums broken).

    In any case, thanks again and for being part of such a great and helpful community.

    Let's make games!

  • Hi,

    It seems that there's a server issue with the search function in the forum.

    This is the error:

    Server Error

    404 - File or directory not found.

    The resource you are looking for might have been removed, had its name changed, or is temporarily unavailable.

    I've tried it with 3 different browsers and different IP's.

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  • Thank you so much GeometriX!

    I owe you a beer.

    Cheers.

  • GeometriX: I've tried doing that with the variable, but I think I'm getting a bit lost in translation.

    I'm attaching the capx.

    cannon test

    Any ideas? Thanks.

  • How would you go about switching the touch focus from one object to another?

    I'm building a circus based game where a clown is being shot out of a cannon. I got the shooting out of the cannon bit working, based on the first touch (click of mouse).

    Now that the clown is airborne, I want to focus the touch action so everytime the player touches the screen, the clown will flap his hands and give him some "lift", based on a set amount of points. Every touch will decrease those points, until none is left and the clown crashes on the ground.

    At the moment, whenever the touch option is enabled, a new clown get's generated and shot out of the cannon.

    I've tried using "on Nth touch" but I don't think I'm getting it right.

    Also, in order to keep things neat, how would you use Groups for this?

    I'm thinking of using one Group for the cannon function, and one Group for the clown flying function.

    Any ideas on how to solve this?

    Cheers.