InvaderXYZ's Forum Posts

  • So, the main object is Fighter_Control, it's in a container with a Dictionary. And you also have Fighter_Images family, which should be linked with each Fighter_Control. Is this correct?

    Is the Control_AI variable unique for each Fighter_Control instance? If it is, then it should be enough to associate Fighter_Images instances with their corresponding Fighter_Control, and to pick them in any events.

    But from your screenshot it looks like Control_AI is not unique, for example can it be -1 for both Fighter_Control?

    If Control_AI is not unique, or if its value can change during the game, then you should add another instance variable Fighter_Control_UID on the Fighter_Images family, and use it to link images with the control instance.

    Yes that is correct, each Control_AI is unique to each Fighter_Control and ranges from 0-4. Usually it is enough, but for whatever reason for this set of events whenever I use Control_AI to link the Fighter_Control and Fighter_Image, the PickedCount always seems to indicate that every instance is being picked (I usually Pick by Comparison, Fighter_Control.Control_AI - Fighter_Image.Control_AI).

    I did try that, using the UID and as indicated by my first post doing that causes it to pick only one of the Fighter_Control/Fighter_Images (usually the one with the lowest Control_AI) and only applies the events to that link.

  • Hi. I am having issues with picking in my project.

    I used to have it set up so that Fighter Control (the object the player controls) was in a container with Fighter Image (a single object with all the fighter animations). However, I was forced to turn Fighter IMage into a family of objects so the game would only have to load the sprites for the characters being used into image memory. But because of this, the game has broken because of the events depicted in the following image:

    (The dictionary is in a container with the control object, it's used for storing a lot of variables and whatnot.)

    This is the latest iteration of what I have been trying to make this work. Essentially, each control object has a different number for the AI variable. I use this to link Control and Image without using a container. However, when two players using the same fighter use the same move, it creates a ton of issues because the events have both fighter images picked at the same time, when they should be picking both images individually.

    In it's current state, whenever the same move is used at the same time, both projectiles fly in the same direction, since both images are picked both Not Mirrored and Mirrored will always be true at the same time.

    • If I use a For Each loop, the events break because I have a couple of triggers for while certain animations are supposed to be playing.
    • If I use Pick by UID, it picks only one of the fighters, and the other one does not even spawn the projectile.
    • If I use Pick a Random Instance, the triggers will trigger multiple times because some frames last more than one tick.
    • If I use Pick by Comparison, the same thing happens as it currently does.

    For whatever reason, I am unable to get the events to pick these objects individually. I have tried just about every way I can think pick these objects and I am very frustrated. Can someone please help me figure this out?

    Thanks in advance.

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  • I remembered the plugin and had a look through the files on my old computer, I think I was able to find the plugin.

    Here is a link to an uploaded version of the one I found:

    dropbox.com/s/hab1hbd05zgw36e/runaway%20%281%29.zip

    If this doesn't work out, you can always use the Pathfinder behavior to create a similar effect.

  • Hi, I am currently trying to use R0j0hound's Outline effect on text, however it creates outlines with unsightly scratchy/pixelated edges. I was wondering if there was an effect that existed which would allow me to feather or smooth the edges to fix this issue. I haven't been able to find one myself, so hopefully someone can point me in the right direction. Thanks in advance.

  • > I think you can just compare the two as variables and change the animation of the enemy accordingly, with the animation being the one with the appropriate color.

    That is what i tried but didn't worked.

    What exactly did you do? Can you share images of the events?

  • You could give them the solid behavior, so that they won't collide with each other. If that doesn't fit/or is too clunky, you can create an event similar to this one:

    With this event, it will pick the one on top and every tick it will move it one pixel to the right until it is not overlapping anymore. You can change this as needed.

  • I managed to resolve this by having the bigger objects be created a few seconds after the layout started and covering it up with a transition. Thanks!

  • What is the est image memory and is this for mobile?

    636.6mb and this is not for mobile.

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  • I think you can just compare the two as variables and change the animation of the enemy accordingly, with the animation being the one with the appropriate color.

  • RexRainbow made a plugin that gets the date from the player's computer. You can find it here: c2rexplugins.weebly.com/rex_date.html

    Hopefully this helps.

  • Recently when working on my game, I began having issues when changing into a specific layout. The game will freeze for a second or two, before returning back to normal. When I used the debugger to get a hold of what the issue was, this is what I was able to discover:

    There doesn't seem to be a lot of information available as to exactly what this pertains to. Objects on this layout have no other behaviors besides pin, however the sprites use images that are pretty big and I was wondering if that might be the main reason why. Otherwise, I'm not sure how to reduce this at the start of the layout.

    Any suggestions? Thanks for reading.

    I am still experiencing the issue in r277. I'm working with some big sprites, so the crashes are annoying and frequent. If I provide a CAPX, will meaningful progress be made towards fixing it? Or is it kind of moot at this point? I'd rather not have to downgrade, but it may be the only option.

  • Ok here is another fx wihout Nes filter it's just Game boy emulator fx,

    Options are : Mode dither : 1 ;2 or 3

    resolution eg : 0.001 to simplify text reading for you

    intensity eg:1 you know the intensity factor of fx ;

    So please download and test this one at :

    http://gigatron3k.free.fr/html5/C2/FX/gboy.zip

    I downloaded the new effect, and here is the result:

    imgur.com/a/70S5EnS

    I apologize, but it looks like it's a bit less readable than before. There's a lot of black pixels showing up, even when I mess around with some of the settings. It looks really nice in the editor, though.

  • What effect are you used (ness game boy or ? ) and what's the issue ? So please send picture of the problem.

    Will correct it asap;

    thank you

    I'm using the gameboy filter. Here's a link to two examples of this happening in my project:

    imgur.com/a/B5cz8A5

    It's not really a bug, but the filter tends to make all my text look bad or nearly unreadable. I'm not sure how to fix this, since the filter is applied to the entire layout.

    Thanks in advance.