GeorgeZaharia's Forum Posts

  • edited: nevermind here is a capx

    And my question still stands how can can i spawn the trees to be furthur apart cause after restarting the game several times the tree get clumped up together like a dense forest which is what i dont want. but rather to be spread out but randomly placed.

    that is easy, there are different aproaches... either use arrays, either create ur own array by using sprites/or a placer on bg and turn it on off then tell the tree where it finds place = the bg slots are not frame1 or overlapping a tree.

    however you might want to look intro arrays, using sprites as arrays, will increase draw calls, even if they are not doing nothing, and cpu utilisation will basically explode if u got like over 3000 bg slots on a level map. which i guess ur going to do a large game... so yea.. Arrays.

    or nevermind what i said about arrays, and try this capx edit 2

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  • i encountered something similar also, but i downgraded to r239 so is not i think related? or it is?

  • hi i have a problem of understanding this overlapping thing... i downgraded to r239 cause r240 was creating problems with the browser plugin on ios devices,

    but on r239 i found this https://drive.google.com/open?id=0B0lqV ... WRrcWtUMTA

    that is a capx with a simple ai pathfinding, there are 2 issues there that i cant understand and im pretty sure its either a bug, either im doing something wrong.

    first issue, pathfinding if u delete the condition (is frame=1) will start move around... however AI when is moving will overlap the walls, which are the gray ones, which are solids, which are 32 pixels by 32 and pathfinding cellsize is 32 with border -1 which means cellsize is 30 ... so they should find pretty much accurate spacing but then not go trough middle of blocks right? it turns out they dont care for obstacles being there most of times.

    second issue ... i added at bottom a overlapping condition, that turns all ground objects to orange color or frame 1 if they overlap walls... strangely more then 80% of them are not overlapping but they still change frame, somewhere there they find a collision happening... is this normal? or im to tired to understand the mistakes im making?

    Anyone encountered this type of issue?

    i found lately really weird stuff in C2 .. something going on ?

    Edited:

    ok so i played a bit further with the pathfinder, it turns out if you set the turn speed to 0 the little guy is not moving anymore... should that affect the movement? wouldn't that only affect its turn if you enable the angle rotation?

    Edited2: ok so i fixed the AI movement and overlapping, settings where at fault, as i said i was to tired to notice my mistakes... but one issue remains.

    even if sprites are not overlapping, they are changing frames see modified capx

    Edited3: ok so i fixed the overlapping problem also by reducing the collision box of the ground (green boxes) by 5 so basically their smaller with 2.5 pixels on each side that means their around 27x27 as collision box, so ofcourse no overlap will happen with the other walls.. since every square/sprite is a 32x32 positioned at equal distance, however still doesnt make sense why 2 sprites positioned at equal distance overlaps? even though they dont? is it because of the pathfinding behavior ?

    see fixed capx edit 3

  • You must attach a CAPX. It sounds like you are playing the sound every tick, but since you don't provide the code, this can't be confirmed.

    do i look like someone who wold play the sounds everytick? - sry for being weird. edited: i meant that by now i learned to not double trigger a sound.

    the sounds are triggered when either monster collides with a villager or a arrow is created. music starts on menu and then its playing on a loop without any more calls.

    if u play the game on pc, you'l hear the sound is same as the original game, if you play on mobile there is the highpitching happening, the bug is not happening because of a condition i use. but is different based on the device it runs on. i cant provide a capx, for obvious reasons, but you are free to follow the steps for reproduction, with any sounds imported in C2 from a .wav format.

  • your experiencing the same issue as i did please see this bug report

  • Problem Description

    On html5 hosted games, sounds are distorted on mobile platforms.

    Attach a Capx

    Curent project with same sounds as original game - game may not be playable on ios devices due to the browser plugin bug

    Original Game sounds

    Edited: i cant add a capx for obvious reasons as i said bellow

    but : you are free to follow the steps for reproduction, with any sounds imported in C2 from a .wav format. and then follow the steps to reproduce the "bug" or weird effect.

    Description of Capx

    plays same sounds/musics with no distorted effect or pitched effect.

    using the same wav sound formats.

    Steps to Reproduce Bug

    • Step 1 add a sound to your project
    • Step 2 run on dekstop pc
    • Step 3 run on mobile platforms

    Observed Result

    on mobile platforms the sounds are "squiquish" high pitched, like old arcade sounds(16bit-8bit sounds).

    Expected Result

    play normal sound as on dekstop

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    windows 8.1 N Enterprise / Android 5.1 / IOS 9.3.3

    Construct 2 Version ID

    r240

    Edited: Link updated! P.S is probably just how devices work, or my client is really picky on sound differences across devices. might not be a bug, at this point i dont really care about the issue(slight difference in sound played across different devices - could be the auto audio convertor that takes the wav compressed files and makes them .ogg and .m4a but the sound change is insignificant not sure the guy who told me about it picked it up.), only if its officially a bug then im glad i could help to report it. Ashley

  • Problem Description

    When i added browser plugin to project, just add it ,ios devices cant load the project anymore. all i see is a black screen, not even the loading screen.

    this only affects html5 exported projects i didn't tested on mobile compiled versions. (intelxdk/phonegap)

    im using ipad4

    Edited: on R239 this doesn't happen.

    Attach a Capx

    ____ Capx ____

    hosted capx in html5 version

    Description of Capx

    only has the browser plugin added to project, and a text on layout 1 saying browser plugin added.

    Steps to Reproduce Bug

    • Step 1 - open any project/template
    • Step 2 - add browser plugin
    • Step 3 - export the project to html5
    • Step 4 - host the project somwhere on internet where is playable from any devices/scirra arcade/personal website
    • Step 5 - play the game using your ios devices/ipad4
    • Step 6 - you should see a blank/black screen.

    Observed Result

    black screen

    Expected Result

    load normally as on desktop or android

    Affected Browsers

    • Chrome: ( Probably)
    • FireFox: ( Probably)
    • Internet Explorer: ( Probably)
    • Safari: ( Yes)

    Operating System and Service Pack

    ipad4/ ios 9.3.3 (13G34)

    Construct 2 Version ID

    r 240

  • it might be regarding the browser plugin, try remove it and install again. il submit my bug report today regarding browser plugin

    edit: here is the browser bug that affects ios mobiles

  • here is another message :

    Javascript error!

    SyntaxError: identifier starts immediately after numeric literal

    http://localhost:50000/preview.js, line 1 (col 0)

    different message, noway to run preview of the project. I did'nt made any change since 2 weeks ago, when all my project was running with no problem on preview

    i dont think is a C2 related bug, more of a plugin/behavior bug, either u installed or modified a plugin or behavior either u have something incomplete in behaviors and plugins.

    also, the localhost:5000/preview.js only applies to you not for everybody, or atleast ur version of preview.js is in ur computer on localhost:5000 while on my computer the localhost:5000/preview.js shows my preview.js not yours.

  • i love you OP you solved my headache and still works perfect in r240 here newt sorry for summon u in that old 2012 post.

  • Its was just:

    family, for each ordered by y ascending, send to front

    is that still working?

    sorry for reviving this post... but my r240 doesnt work like that anymore for me atleast.

  • Edited: No Problem

  • , zenox98 thank you guys! is this Scirra's real site? ---> https://www.construct3.com/

    yes

  • Happy Birthday To the scirra members that are celebrating their Birthday today 12-12-2016 (based on the Forum Dates)

  • yea you can destroy the green pieces if they are not overlapping the grid tilebackground or are spawned outside that way u cant click them therefor u wont be able to move outside.

    here you go i modified the capx a bit. remember to keep the sizes of the grid relatively to 36 pixels or something like that. the grid is based on visual placement.

    but u can do it using arrays or other stuff. but this method i find it most simple then most.