genbatzu's Forum Posts

  • instead of creating an own topic I'll add my experience with this bug here:

    Problem Description

    While exporting a Project with the NW.js export option I get the following error Message:

    "error during export cannot open file info.plist":

    The same problem appeared on 2 different PCs, both Windows 7 64bit- one Professional, 1 Ultimate Win7 Version

    Attach a Capx

    https://www.dropbox.com/s/r6t9444o5i6u3 ... .capx?dl=0

    Description of Capx

    new project Capx - no content, other than an empty white sheet (see above screenshot)

    Steps to Reproduce Bug

    • Open Construct2
    • Create new Project
    • Export via NW.js

    Observed Result

    after navigating to the folder and starting the exporter .exe file

    Expected Result

    fully functional files for MacOS, Win32, Win64 & Linux

    Affected Browsers

    • .exe: YES
    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Windows 7 Professional SP1

    Windows 7 Ultimate SP1

    Construct 2 Version ID

    r216

  • bump.

  • Hi there!

    everything worked with Ejecta, but now I have to use Cordova and nothing works anymore...

    here is an example of my cordova code, maybe you can point out what I did wrong:

    What I want to achieve here is, that it shows a list of achievements when I click on the Achievement Button, it also should authenticate the user, if it is not authenticated already and report the achievements just in case.

    Game Center Authentication and Achievement reports are handled right at the beginning of the game and after a game over

    here is how I've done it with ejecta:

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

    cordova:

    this one is supposed to update and show the leaderboard.

    ejecta:

    problem is, that i can't combine Game Center Conditions with other conditions anymore, like I could with ejecta. The new Game Center Conditions can only be used as top level conditions and not below other conditions (sub-event)

    I'm using Construct2 Release 200

  • bump for the shooting problem

  • Hi blinkn,

    it works partially, thank you.

    something weird happend ôo after I've tried your solution, with the pinned object i reverted the changes, because of the hp_bar_enemy1 positioning (1st gif) and now it works as I wanted it to be (2nd gif)

    the solution with hp_bar_enemy1 pinned to enemy1

    the result after reverting the changes

    thank you very much for your help, it looks like I had something wrong and fixed it unintentionally while reverting. going to look for my mistake now.

    However, 1 Problem remains, only the first Line of Sight triggers a shoot_at_player1_command and it triggers the shoot command for all enemies and not individual.

  • updated the OP, as I figured, that the problem is bigger than I thought

  • hmm.. so I had a look, but it's not working as I hoped it is.

    adding the hp_bar_enemy1 with enemy1 in a container, doesn't do anything

    adding the PIN behaviour to hp_bar_enemy1 still pins every hp_bar_enemy1 to the first enemy1

    :(

  • Hi LittleStain,

    thank you for the reply!

    As container and pin behaviour are new to me, I'll do a little research on them now =)

  • I restructure my question:

    I spawn an Object multiple times and want that each of them act independently, meaning they shoot when they see me, and not if any of them see me, they have their own HP, which spawns on them and not on the first created of this object.

    basically, what I need is a much more handy form of this:

    After 10 Seconds Spawn Enemy1 with HP1 on top of them, if Enemy1 is in LineOfsight of Player1 (or Player2) shoot at them

    After 10 Seconds Spawn Enemy2 with HP2 on top of them, if Enemy2 is in LineOfsight of Player1 (or Player2) shoot at them

    After 10 Seconds Spawn Enemy3 with HP3 on top of them, if Enemy3 is in LineOfsight of Player1 (or Player2) shoot at them

    After 10 Seconds Spawn Enemy4 with HP4 on top of them, if Enemy4 is in LineOfsight of Player1 (or Player2) shoot at them

    .

    .

    .

    After 10 Seconds Spawn EnemyN with HPN on top of them, if EnemyN is in LineOfsight of Player1 (or Player2) shoot at them

    ========================================================================================================

    original text:

    Hi guys,

    first of all I dunno how I should'Ve put that into the topic title, so here it's a bit more in detail:

    I spawn an enemy1 sprite all 10s and this enemy1 sprite should have an HP bar and a line of sight object. However, if I align the HPbar it always aligns to the first instance of enemy1. so all other enemies, spawned after him have no HP bar. Except if the enemy1 with the HP bar dies, then the HP bar spawns on top of the next Enemy1

    Question: How can I get the HP bar to spawn on each Enemy1, when the Enemy1 spawns, stay there till as long as it has HP and then gets destroyed with the enemy1.

    here are all related events and a gif to demonstrate my problem:

    red=player1

    Help would be much appreciated!

    Thanks

    genbatzu

    //edit: bonusquestion: how can I get the player/enemies to "bump" from each other, if they collide?

  • sorry PABERB, I'm a beginner myself and had trouble with the icons and launch images with xcode.

    I got it runnig w/o issues with CocoonJS as exporter though

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  • hi everybody!

    just want to show you the first game my wife and me have made with Construct2 - it's available on iOS devices.

    It was really fun to make an actual game (although a small one) and not just playing them ;P

    We had some tough times figuring out bugs and stuff not working, but I think it was worth it.

    So enough talk, here are some pictures and the link to our landing page with a lot of more information about the game and an AppStore Link (it's free), if someone want to try the game.

    Feedback would be much appreciated!

  • thanks for the transparency!

    I really appreciate it, if companies tell their (future) customers stuff like this and give reason

  • katzin I think it's the same issue I had. You use the same button for both actions (volume on/off). On the first touched command the "VolumeVariable" goes from 0 to 1, as expected, but then it automatically triggers the 2 command, because VolumeVariable=1 is now true, and the action for this condition is to set VolumeVariable from 1 to 0

    this here is similar to "Pixel perfick"s solution and works, but it's not perfect

  • Thank you all for the replies!

    Paradox & Aphrodite

    "else" is greyed out, I tried to use it, sorry I should've mentioned it, even after deleting the sub-conditions (which I think are the reason else is greyed out) http://abload.de/img/musicsoundonoff_greyekkupm.jpg

    [/img.]

    //"edit": creating the whole event from scratch allows me to set "else", however, the positioning seems odd to me, because it's not "linked" to the above event by the typical "line"

    //edit2: oh I see where the "else" should be positioned now =)

    like this?

    however, it's not working always, sometimes it changes to correct 0/1, sometimes it doesn't change at all, after further testing, it changes to 0/1 after 4-5 clicks on the button

    pixel

    I tried your approach and it worked =)

    May I ask why you're using webstorage for the control of the music/sound ?

    Sure! It's to remember the settings, so even if the player quits the game, he comes back and his settings are the same.

  • hi there construct2 community!

    My 1st game is nearing completion and I began to add sounds and music into it.

    So far so good, but I've ran into an issue with a toggable on/off button for sounds and music

    I tried the following solution:

    2 Local Values (WebStorage.LocalValue("xxx"), both wit 0 (sounds/music off) and 1 (sounds/music on).

    If the player clicks on the "XXX off/on" button the sound/music localValue is changed to 0 or 1, depending on what it was before.

    It will look like this:

    (ignore the "MusicOnOff/SoundOnOff" is visible/invisible part, this is only a button-was-pressed feedback for the player and works as intended)

    next step is to let music/sounds only play when LocalValue=1, this is rather easy and works.

    My problem is: Both Local Values don't change on button pressed! They go from 1 -> 0, but not back to 1 if I press again. Even after switching the layout or restarting the run/debug layout the values won't change on button clicked.

    I've tried different things allready, but none works :(

    Help would be much appreciated!

    greetings

    batzu

    //edit1: if I switch the order of the Local Key "SoundOn" = 0 and Local Key "SoundOn" = 1, and same for Music, it changes from 0->1 but not back.

    I assume if I press the "SoundOnOff" button it runs through all of the sub-conditions, so first it will change form 0 to 1 and then immediately back from 1 to 0 or vice versa, depending on which condition comes first, because the 2nd condition immediately is true ._.

    So what I need is a way to "check" what value the local key has.. I thought the way I did it worked