Herald of Time's Forum Posts

  • Here is my Capx link. If this doesnt work, please tell me

    https://www.dropbox.com/sh/gqwk5r25amzkabz/AADQlHC70rrJGy_W737DFmzla?dl=0

  • I'm trying to do the following:

    Spawn an special object, disabling the character's movement temporarily in the process.

    Move it within a set distance from the player.

    Pin said special object.

    I know how to Pin, Spawn, disable movement etc, but for some reason the object keeps flying all over the place.

    I tried using the distance formula (If there is less than X distance between player object and special object), pinning after X distance with the rope formula, and tried making it so that so long as its overlapping another object it can move. So far no luck. Is there any advice? Am i using the distance formula wrong?

  • I feel so dumb... but I've always used set time scale as opposed to set object time scale.

  • I've been trying to figure this out for a while, and been searching around but i haven't found the answer. Is this possible to do in Construct 2?

    Essentially I want to make it work this way:

    When the game is not paused

    If time is stopped (forgot the exact function to call)

    The player can still move as normal

    and

    When the game is not paused

    If time is slowed

    The player can still move as normal

    Anyone know how to do this?

  • Hrm, It looks like I cant use this then, and will have to remake it. Thanks for helping out though!

  • ok, finally found it.

    Name: AMD Radeon HD 7640G

    Manufacturer: Advanced Micro Devices Inc.

    Chip Type: ATI display adapter (0x9903)

    DAC Type: Internal DAC (400MHZ)

    Total Memory (approx.): 4059 MB

    This good?

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  • Radeon HD graphics 1.90 GHz

    This isn't the GFX card?

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/12519315/Game%20Project%20issues/13th%20Peoject%20error.capx

    Additional exe file link: dl.dropboxusercontent.com/u/12519315/Game%20Project%20issues/13th%20compact.zip

    Steps to reproduce:

    1. Download the capx file and export the project to node-webkit

    2. Once exported, attempt to run the file

    3. Note the lack of results

    Observed result:

    The game starts to download, stops after a certain point (often nearly at 100%), and then turns blank.

    Expected result:

    The game should start running with a character with various surrounding elements, including falling boxes

    Browsers affected:

    Chrome: yes/no (n/a)

    Firefox: yes/no (n/a)

    Internet Explorer: yes/no (n/a)

    Operating system & service pack:

    Windows 7, Service pack 1, Radeon HD graphics 1.90 GHz

    Construct 2 version:

        

    Construct Release 139

    I desperately need to know if this can be remedied asap.

  • Ok, so i'm using the line of sight events from the link below as a method of player-enemy platformer interaction for my game.

    scirra.com/forum/c2enemy-line-of-sight_topic45095.html

    However, i want to use the line of sight for more than one enemy which would react differently depending on whether they see the player or not. However, i'm having difficulty getting it to work, and im wondering if i have to make a different line of sight for each enemy or if i need to adjust the line of sight to take multiple enemy sprites into account.

    Advice on this would be most appreciated.

  • Under the systems options when creating an even there is an option to compare two values. Use the formula Ragtime mentioned to perform the actions you described.

    In short:

    Event>System>Compare two values> enter distance formula to make the IF X distance

    then do whatever you want them to do to "attack" the player.

  • Thank you. Lol, I tend to overlook the simplest errors like this. It's helpful to have a second pair of eyes.

  • well, again, I'm too new to post an actual hyperlink, but here is the .capx link:

    mediafire.com

    Once you can get it to start up, press the c button. The blocks should be repelled as if an object is striking them, and those which come to rest should be repelled after a delay, indicating that they have come into contact with sprite5, which is an asteroid (i changed it to that when i noticed it wasnt working as a placeholder block.) However, if it's working like it is for me, you shouldnt be able to actually see the sprite. That would be the problem i'm having.

  • I have tried several other methods to see if it would fix the problem, but it still persists. This is cause for concern as this game is a college project for me. Advice on this issue would be greatly appreciated.

    Edit: I'm honestly very confused right now. All the elements are in the right place, and they are doing what they are supposed to, but those 2 particular sprites are not showing up visibly, despite the fact that they are definitely being created.

  • I recently made my small project into a larger, folder based project, and organized my events into groups (as they were in a complete mess before.)

    However, in testing out my newly reformatted project, I've found that I can no longer see the placeholder projectiles I've created to test out mechanics. I can see the effects quite clearly, and at least one of them is still functioning properly, but they are no longer visible. I've replaced the sprites for the projectiles, checked to see if they were spawning on another layer, if they were invisible, etc. Nothing is changing. I'm restarting the system now to see if that is the issue, but one of them requires that I see where it hits in order for me to see if it's working. Any suggestions as to resolving this would be much appreciated.

  • Hrm, im not entirely sure I should post my art. It kinda sucks... :/ (with notable exceptions)