Guif0DA's Forum Posts

  • yea well, strangely in your pc it worked with NW, but with edge it occurs the bug, here it occurs both with nw and edge... i Dont have a chrome to test

  • Audio Seek to action Bug

    When i put an tag to the seek to action corresponding an audio file the audio will get loud from time to time if it's playing constantly, this does not occur if I simply doesn't put an tag to it.

    Attach a Capx

    https://www.mediafire.com/?kggwb66uuzf72vd

    Description of Capx

    It's a simple capx for test purposes, it does play a sound every 1 second

    Steps to Reproduce Bug

      check the event sheet and test it, my version of C2 is 227, I took a look at the bug fixes of the newer editions and nothing mentioned about

    Observed Result

    Without a tag it works ok, with a tag it doens't

    Expected Result

    it shouldn't get louder from time to time.

    Affected Browsers

    Tested on Edge and Nodewebkit

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    227

  • 99Instances2Go

    well I got a json file from tiled and the idea is to store some of this info, for the layout of the map I'm using array which works fine

  • well that's kinda a deception, the ini file did that in the past...

    unfortunaly array not going to help me in my case, I will try a workaround like you said and see if it works, thanks!

  • The existing Dictionary object is a good substitute for the INI object. INI is an ancient format from Windows 3.1, obsoleted in Windows 95, and has some ridiculous limits built in to it. It really needs to die. Dictionary can store data in a very similar way, without limits, in a modern standardised format that is easily interoperable with other services.

    But in ini you can make groups and values for each group, in Dictionary I guess we can't

  • Hello

    In the dictionary object can I add subkeys values for a key? for example, a key named 'player' have 3 subkeys each with a different value and another key Enemy have also 3 subkeys for it:

    Player

    ___hp:10

    ___attack: 5

    ___defense: 4

    Enemy

    ___hp:5

    ___attack: 4

    ___defense: 3

    In a json format that would be something like that I guess:

    "player":[ {hp:10, attack:5, defense:4 }],

    "enemy":[ {hp:5, attack:4, defense:3 }],

    but if that's the correct format for C2 how should I get the hp value for player?

    if not there is any way to accomplish that? I have a json file with many keys and subkeys to store into..

  • Guif0DA

    If you edit map in tiled editor, then you could load map by tmx importer v2. Otherwise, an official array or other datastorage which could index by 2 keys ( X/Y ) is fine, they all could work with my logic mask plugin.

    Yes I edit the map with tiled editor, but I'm creating an isometric map and transforming the data into an isometric game in the C2

  • I limited the 'area' of the scan to be added into array so now it consumes CPU for just a little moment and then it stops, when the character moves or after a waiting time it scans again around him, this helped a lot with the CPU problem, I guess I'm on the right track... BUT I'm only generating the ground sprites, I need to think about the above things, like trees, etc, doing a second scan for the above objects will be a problem

  • Guif0DA

    My tmx_import_v2 plugin also could be an array structure. Call "Condition:For each tile at logic XY" to get properties of tiles at logic X,Y. (sample capx). It could co-work with my logic mask plugin to create tiles in a small area around character.

    well I got confused with how to storage the info into your array, tryed with json files, got some erros... my file is very simple, it's just a .txt file with numbers in a 2 dimensional grid, for example:

    0,2,3,

    1,4,3,

    3,2,5

    i already made the codes and it's working pretty well with good FPS, my only problem right now is the CPU being kinda high with my current code, it's consuming like 40% of CPU which isn't a good number I guess, I will try to tweak it to make it better and see if I can get 20~25% cpu usage

  • rexrainbow

    Im in the case B, only tiles near me is creating.

    I will try another method, I'm going to store the grid info using your balance plugin into array and will use repeat functions to create the tiles near me from the array info, will take some time to make that, hope I get better results

  • Obviously im interested ! Who wouldn't!?

    As a developer and owner of a xbox that would be very awesome!

    and please, add support for achievements and multiplayer!

  • rexrainbow

    thanks for reply

    I tryed to incorporate the balance plugin with my 'code' and about the fps, it helped alot, but now I see the map being constructed tile by tile around the character, the ideal is to make it be an instant action that the player can't notice it being created... any solutions with the balance plugin?

    right now its creating 289 tiles when the character move around him(the suficient to fill the screen, I'm not using your tmx import plugin, only the balance one

  • Hey rex, I'm using the tiled program to make an isometric map, I did exported it into a json file, your plug-ins will work for me with an isometric map?

    By now I was not using any plug-ins beside AJAX and your 'Nickname' plugin, but the ways I'm trying to 'populate' my map was causing huge problems of FPS, I'm making a test map of 300x300 using a grid of 150x100 (isometric).

    First I did passed all the content of a simple txt using repeat command into array but this takes a loooot of time depending on the size of the map, then I give up the array and tryed make directly the type of Sprite with nickname plugin, the fps became better but still not perfect... any tips for me? we could talk better with a chat to discuss about what I'm trying to accomplish, right now it's working besides of some FPS problem that I need to fix, maybe your plugin could help me, just Don't know how to

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  • You can also adjust zorder in editor as well... I just realised the ordering problem you were talking about was in editor not at runtime. There is a zordering option in editor for objects that are near each other.

    ~Sol

    a zorder in the editor? are you talking about the z order bar? because that don't zorder automatically for me in the editor, I need to do it manually

  • I render my own tiles using sprites... and it's virtually instant. The map generates as the screen/scroll position moves so it's only creating whatever the player can see at the time which stops the cpu being used too much at one time.

    So it's definitely possible to do "manually" - if I can do it, anyone can do it. Lol

    ~Sol

    yes that's a way I already thinked about, the 'problem' of it is that in an isometric game, when you start placing the sprites in the layout editor you need to add from the top right to bottom left, otherwise you will have 'z' problem, you could obviously send it to back or front but imagine a canvas with more than 2000 objects, if you change one, you will have to change all the others after him, this as I said, in the editor... in runtime you can sort by Z with some few events but visually in the layout editor it will be a mess with things above others when it shouldn't...