Gladatus2512's Forum Posts

  • heres the informations

    Error report information

    Type: unhandled rejection

    Reason: Error: Failed to fetch TypeError: Failed to fetch

    Stack: TypeError: Failed to fetch

    Construct version: r379

    URL: editor.construct.net

    Date: Wed Apr 10 2024 13:00:00 GMT+0200 (Centraleuropæisk sommertid)

    Uptime: 40 s

    Platform information

    Product: Construct 3 r379 (stable)

    Browser: Chrome 123.0.6312.106

    Browser engine: Chromium

    Context: browser

    Operating system: Windows 10

    Device type: desktop

    Device pixel ratio: 0.8999999761581421

    Logical CPU cores: 8

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/123.0.0.0 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce GTX 770M (0x000011E0) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex

  • I got it Solved, turned out the issue did not come from Croutching actions or Freeze Actions but from one of the attack codes, and it works perfectly now, thank you for your help anyway ^^

  • well Heres the thing, i didnt make a Boolean for Croutching, the character just Croutches when the "Arrow down" Button is Pressed down. and then when i sat it to realese the character gets up again.

    should i add a Boolean for that as well and adjust it to croutching when the Boolean is active for it to work along with the Freeze Boolean?

  • so i got a character with Platform Behavior (with Customized Controls)

    when he gets hit by this Sprit, lets call it Frostbite

    The player freezes, this disables all Controls, as i set it to "Ignore Imput" in which the only thing that would work will be the Players "Fall Speed"

    The Freeze debuff is started by a Boolean added to the Character Called "FreezeDebuff"

    and has a Instance Variable Called "FreezeDebuffDuration" that Subtracts 0.1 every 0.1 seconds from Duration, 3 is added to "FreezeDebuffDuration" on Collission with Frostbite.

    after the Duration has reached 0, the character Unfreezes and is able to Walk, Run, Hit, jump and Croutch.

    Now heres where the Problem is:

    if i where to hold down "Down Arrow" to Croucth and get hit by Frostbite, it would do as it normally would with other actions, be suspended in animation (i also set it to "Stop Animation") when Frozen, But when im in Croutch Animation while Frozen, and then being Unfrozen again When Duration expires, the animation of the player goes to Idle (The default Animation when not moving) even when im Still holding down "Down Arrow"

    Also Conditians For Croutching:

    Keyboard: Akeys.AT(Key_Croutch,K_code) is Down

    Character is Not moving

    Character is Not: FreezeDebuff

    Keyboard:Akeys.AT(Key_Croutch,K_code) on Released

    Character is Not: FreezeDebuff

    i really hope this didnt make anyones heads explode and that there someone out here who can help me out.

    Tagged:

  • thank you for your response and sorry for the late answer

    i have sorta already solved the proplem by replacing the tilebackground (it was a Tiledbackground not a tilemap, my bad) with sprites that have jumpthrough behavior, on set the collissions to around to actual sprites.

  • at the start of the layout, if i have enemies placed on a "jump-thru" tilemap sprite.

    but if placed ontop of it, it falls through it at times doing start of layout ( there are no codes that would indicate that it should do that on start on layout)

    and if landed on another "Jump-thru platform" it stay on there, but somehow not on the first one it was supposed to land on.

    the sprites of the Enemies, sizes are 64 x 64, and the image point is paced directly in the middle.

    the enemies themselves also has "platform" behavior with 1500 Gravity and 1000 Max fall speed.

    this counts for all 6 different types of enemies. ( yes i got 6, with the same size and collission polygons shape btw)

    i wish i could have taken screenshots of outside of preview, but i tried and i could not insert them here, but i hope there is a way to fix it.

    Any sort of help would be apreciated.

  • hey, sorry for the late reply.

    well yes they are a box shape, but more of a vertical rectangular shape. at the image points:

    ( X:22,Y:12 / X:42,Y:12 / X:22,Y:64 / X:42,Y:64 ) it those points for All/Both of the Characters.

    all characters are 64 x 64 in size.

    as for the platforms: there size is 64 x 32

    and the Collission polygons feels out the entire sprrite. while the imagepoint is in the very middle of the sprite.

    idk if that makes a difference though

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  • about 1 week ago i posted about a problem i had in which one of my 2 playable characters would fall through a Moving platform i have in the game, while the other didnt.

    but to be more clear on the issue.

    i have 2 Playable characters you can pick between in a 1 player game.

    the game has Moving platforms, the one i have an issue is one that orbits around an area.

    the platform has "Jump-thru Behavior" and an "Orbit Behavior"

    i have images this time, i dont think i can make a vid on it. but i hope this is gonna do.

    as can be seen here i had no issues with the moving platform with this character.

    but with m ysecond character, Sometimes when jumping onto the platform, particularly from beneath it. the second character sometimes fallstrough it.

    here you can see her just fall through the platform.

    i checked if it was the Polygons on here Animations when both jumping, and Idle-ing.

    but they were the the same as on the 1st character.

    i also check imagepoint, and its was the same.

    i tried to post help last week but i didnt get any that could help me, atleast none that i understood.

    Does anyone know how to fix this?

  • i didnt find the information i needed in order to fix the issue

  • No i do not have any Instances for that. i only use the "Sine" Behavior to get the object to move back and forth for the 1st one, the second one it goes around with the "Orbit Behavior" there are also no instances for when landed on it.

    both Platforms also have the "Jumpthorugh Behavior"

  • So i got 2 Character you can play as in this project, you play as only 1 of them in the layout.

    and 2 types of moving platforms, one that either goes up and down or from side to side, and one that goes in orbit, like a merrygoround.

    but sometimes my characters when just landed on the platform while said platform is moving Up or down the 2nd Character sometimes fall through it, especially with the 2nd one.

    it does not have that problem with the 1st character. and their Image points and collision poligons are the same both when idle and when jumping.

    how do i fix this?

  • alright i did everything you said, and it worked, thank you so much for your help ^^

  • does it work to if the Enemy is already in the layout at start of layout?

  • So i have a system, in which at the start of the layout for each the same type of enemy it creates a healthbar above it, now i set it to only create 1 doing the start of the layout.

    in order to make the healthbar follow the enemy ive set it to

    Every Tick: set Enemy Healthbar position to "Enemy.X and Enemy.Y"

    this is how the healthbar follows it and it may be of importance to the problem.

    now whenever one of the specific type of enemy is killed it sets its position to another enemy of the same type.

    On Enemy "Health" Equal or Less to 0: "Enemy" Destroy

    if i set the healthbar to destory with the enemy, it instead just destorys all of the healthbars, the code is:

    is there a way to make the EnemyHealthbar Destroy with the Slayed Enemy without Destorying the other Healthbars on other Enemies?

    i hope i descriped this as well and is understandable, and idk if there is a way to take screenshots of the instances and actions on the event sheet.

  • i actually did figure out a way to solve the problem. but thank you anyway ^^