jmberaldo's Forum Posts

  • 14 posts
  • I searched the forum and didn't find any specific answer to that question.

    Here is the situation: I have a game running on Steam. I want to sell an "Expansion pack" with more levels, enemies and characters. How do I do this?

    I saw the SteamC2 plugin identifies if the player bought a DLC, but I didn't find how to actually make the DLC.

    Is the expasion a new file or project that somehow connects to the previous one? Is it just a code that unlocks access to the new content after an update (If so, isn't that easily hackable?)? Something else?

    Anyone here has experience with that?

  • Thanks for the replies.

    I'm running a few tests now that should fix the issue in the two situations the player reported, then I'll see what I can do about other places where this could also happen.

    I'll also check the forums for the tips you two suggest.

    Thanks a lot!

  • Is there any known issue with inconsistency on Construct 2, in which something may some times not be triggered?

    I just released my first Construct game on Steam (http://store.steampowered.com/app/507340/) and one player has reported a weird bug that seems to be an engine inconsistency.

    In a given mission where he is escorting a ship, the ship is supposed to, on path arrived, stop and trigger a dialogue. On the first time he played, the ship didn't stop at the path. It just went on moving, passing the location, and there for not triggering the rest of the mission sequence. He restarted the mission and it worked normally.

    I never saw this specific error before, nor have any other player or tester reported it so far.

    The same player reported that after a later mission, on the ending cutscene, the ships that were supposed to be destroyed when on collision with the hangar just kept on flying, again not triggering the following sequence. Note that in this case the same scene and code is used after every mission, so it doesn't seem like it could be a code issue, but instead some sort of inconsistency: the engine didn't trigger the collision.

    Has anyone seen this sort of inconsistency before?

    They don't seem to be frequent, but, as the game is now out on sale and these triggers are used many times, I'm worried the issue may come up more often (with more users, more chance of happening).

    I'll probably fix both cases with loophole codes, to make sure those inconsistencies have a backup in case they happen, but I thought best to report it here somehow.

    Thanks!

    • JMBeraldo

    * I didn't post this on the Bug forum because I don't have a specific situation and file to show

  • I was also having this problem. It never happened before, but it's been a while since I exported a EXE

    I downloaded the newest version of NW linked above and it fixed it

    My Construct is run through Steam, so I thought it updated automatically.

    Maybe it's something to do with the NW version coming with Construct's current version?

    (I'm leaving this screenshot just as a reference, in case it helps someone)

  • Lasmelan, yes, that works, but that's a workaround. The expected system behavior is not taking previous layouts in consideration, or else, or I'll need to use regenerate obstacle map for every object on every layout (which the game itself warns is a costly action).

  • Really?

    "Message: jmberaldo can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?"

    Which means it's the forum's fault... The bug still exists and I did follow the template

    Trying again...

    dl.dropboxusercontent.com/u/20500516/PathfindingBug.capx

  • Problem Description

    If I load a new layout that is larger than the previous one, then order a sprite to follow a path, it moves only as far as the previous layout's size, and considers it 'reached'

    Attach a Capx

    dl.dropboxusercontent.com/u/205 ... ngBug.capx

    Description of Capx

    Layout 1 just loads Layout 2 on any key press

    Layout 2 starts with Sprite moving across screen to reach Sprite 2 with Pathfinding behaviour

    TiledBackground is there to show Layout 1's size

    Steps to Reproduce Bug

    • Make two layouts, the first smaller than the second
    • Place an object on Layout 2 and tell it to move to somewhere beyond Layout 1's size
    • Start from Layout 2 and see the result
    • Start from Layout 1 and see the result

    Observed Result

    If I run Layout 2 alone, it works perfectly

    If I run Layout 1 first, Sprite seems to ignore that Layout 2's size is larger and still uses Layout 1's size as a limit to its path

    Expected Result

    Sprite 2 should move along the whole of Layout 2's size

    Affected Browsers

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

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    Release 22 (64-bits), Steam

  • It seems like works! Thanks

    Funny thing is that i thought of something like that, but since I have to pick an object (and there would be many possible objects as target) I didn't try it.

    But now I realize what I have to do is create a family for all these objects, and use that as the object.

    And it works!

    Thanks a lot. That will allow me to do a lot of interesting things

  • Is there any way I can get who a sprite with the turret behavior is shooting at?

    I want to do something like "If <turret> is more than x distance from <target>, do something."

    Is that possible at all?

  • Ok, so, how I'm handling it now.

    There is a sprite in which each frame is a scene that covers the whole screen (like the garden on the mockup image above). I change sprite frame depending on what location the player is at at the moment.

    Places where the player can click are placed above specific areas of a painting. using the example above, the two women talking besides the pool would have one such transparent object on top of them (and another instance for the flamingos, and another for the people on the back, as per the highlight on the second img).

    It works for the first scene, but, when i got to the next one, when I need to remove these current transparent squares and replace them with those regarding that new scene, it doesn't work.

    I was thinking here that maybe I could have the 'transparent square' have a variable 'scene', then add a check on the mouse click/over action. I'll see if it works tomorrow.

  • Rowan That was what I was considering, but there is one problem. Since each scene/background is a real painting each interactible object is actually an instance of the same object (a transparent rectangle). Turning specific instances on and off per scene seems not to work. For some reason I can't get them to appear on the correct position (actually they seem to ignore my commands through UID or IID).

    Visibility also doesn't work, as the mouse click and mouse over actions still "see" them.

    If each scene is a layout with its own distributed objects already in place, I same myself a headache trying to figure out what is wrong

    I just wasn't sure if having multiple layouts (as TheDom puts it) was the "right way" to do it.

    I'll test that out during the weekend and see how it goes.

    Thanks!

  • When you make a game, what is a layout to you? A level? I'm working on my first larger project, and I'm unsure if I'm doing it in a way that will just get too complicated to handle later one.

    Allow me to explain:

    I'm working on a dialogue-heavy adventure game.

    The core loop is:

    Enter a scene -> Click on objects on the scene -> Read description/Take action -> Speak with Characters -> Leave for the next scene.

    Now, the game flow right now is:

    Cutscene & Splash Screen -> Intro section with a sequence of 3 scenes, dialogues and Click -> The actual game, with the player transitioning per scene as he sees fit to investigate the plot.

    Here is a mockup of the game

    A scene with Dialogue

    Followed by a point 'n click adventure-like interaction.

    Now, my question is, how should I organize this mess?

    Right now I have:

    * The Cutscene + Splashscreen as a Layout + Event Sheet

    * The intro section as a Layout + Event Sheet

    * The rest of the game as a Layout + Event Sheet

    But things are getting complicated as each scene has its own objects to click on + dialogues.

    * Is having one Layout per scene cost-effective? In that case, should I have an Event Sheet with the basic game controls, then a specific one per scene?

    * Is there some sort of limitation to the number of events a Sheet can handle? I'm getting the feeling that some things started not working for no apparent reason.

    Any help here is most valuable.

    Thank you!

  • As weird as it may sound, I tried using a global variable "investigating" instead of a instance variable in each "clickable" object and it worked.

    I was probably doing something wrong before. That's what happens when you keep on trying something too late at night

    Thanks

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  • Here is the deal: I'm making a point & click adventure game. With mouse over any of the five sprite over the background, the cursor turns into the little hand, on click it opens the dialogue. It works fine.

    Now, the thing is, there is a short dialogue before the player should be able to click around. How do I make it so the mouse ignores the existence of those clickable objects BEFORE the dialogue is over?

    I tried turning them invisible, and it doesn't work. I tried disabling collision. I even tried adding a boolean variable like "clickable" that turns true only after the dialogue is done, but the "mouse over object" action ignored everything.

    Is there any way that I can make those objects non-clickable until I want them to be? Or is the only option to spawn them after the dialogue is done?

    Thanks!

  • 14 posts