jobel's Forum Posts

  • The problem with using animations is that it can't work with something that is already animated, like a swaying tree.

    it could if you made two different animations.. one opaque and one not... I know it seems heavy handed, but depending on how many of these objects there are, it might not be too bad.

    in order to only do part of the sprite, you'd have to somehow create a new image in memory anyhow.. I don't think you can manipulate part of the sprite in memory, unless someone made a plugin or something. I'm sure it's possible..

  • you could create two versions of the sprite.. one at full opacity and then another one partly opaque. load both jpgs into a sprite object, set the animation speed to 0.

    start with frame 0, then when you need to go to the opaque one, set frame to 1.

    pseudo code:

    Player Overlapping Pillar
    Trigger Once While True
                  Set Pillar frame 1
    
    Player NOT Overlapping Pillar
    Trigger Once While True
                   Set Pillar frame 0[/code:3fg3jva2]
    
    but to do it dynamically (i.e. a different part of the sprite depending on where the player is) is not possible in C2 as far as a I know.
  • Thanks Ashely, at least that's reassuring. gpu driver is up to date. However, I am no longer getting the error. I didn't do anything to fix it. Could it have been a corrupt session?

    I noticed when I was testing it, it was in Preview mode, and the Preview Browser setting was (default) which seems to open up another tab in the Chrome if it is already running on the system. I was consistently (4 times in a row) getting the Aw, Snap crash after about 10-12 minutes of play. Then I specified "Chrome" in the Preview Browser setting which seems to start another instance of Chrome (not a new in the current Chrome that is open). And I didn't get the error. Since rebooting the computer I haven't been able to reproduce the error in (default) mode. Hope it was just a glitch.

    Thanks...

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  • I did find an error in my array... haven't been able to reproduce the problem so far. I hope that was it.

    Does anyone know if an invalid array reference could cause an "Oh Snap" crash page trigger?

    still testing...

    EDIT: I was mistaken, there was no array reference error.. but I played the entire game in the debugger and got no AwSnap in the usual place.

  • QuaziGNRLnose I was just asking where do I start looking to find the problem...I've never used the dev console. Will it give me info after the 'Aw Snap' error? That screen gives no info, only a Reload button which would restart the game.

    I have to let the game run a bit before I get the error (game crashing error).. it's hard to reproduce, but it happens every time I play it. About to test with Node next.. feels like a memory thing.

    I've been using the same plugins for the past year - nothing new. I updated to r200 a month ago or so.. everything has been fine.

    The only new implementation is a bunch of array logic (2 different arrays).. but the error does not coincide with the timing of when that code is executed. Although maybe it's a degenerative thing? I just want to know where to start looking! 'Aw, Snap' messages suggest I have malware or some firewall issue but it's obviously not that.

  • hi,

    All of a sudden I am getting an "Aw, Snap" error in Chrome 42.0.2311.90 I have not made any significant changes in my game recently.

    Any suggestions on how to look into what is causing it? it doesn't give me any messages other than the "Aw, Snap"

    I was using Canary and saw this message a few months ago, but I thought it was just because Canary is always in dev mode and they mentioned there could be errors.

    Thanks

  • DatapawWolf right but Construct is a noun... because it's software.. and unless it's shown as being different than people will call it the verb way... which they already do..I hear it all the time at gamejams... it sounds weird...

  • pretty cool!

    I liked the variety of spells and having to shoot a mob with the correct one. Also liked the music, no noticeable loops or bad transitions..

    I really wanted to be able to shoot up and down though. one time a tree had me stuck down a shaft and it killed me over and over! I finally killed him somehow, but it seemed way to hard for what it was..

    also it's a little weird how you use the Keys.. I had to figure out to just keep hitting the '1' for the red spell and somehow that freed the bunny? I'd make that a different button like Space Bar since Up arrow already jumps. Also make a key, unlock and gate opening squeal sfx..would make it much more satisfying when you rescue the bunny. And maybe even one of those short success sfx for the "dopamine rush" .

    keep going!

  • if you have a bunch of the same objects, you need to select the individual object before you can assign it an Action. Otherwise you will make all the objects do the same Action.

    so: 'For Each <object>' cycles through all the objects and you can assess each one at a time. or you can filter them by some sort of compare. Use the IIDs since that is unique and a way to identify each one.

    for your block scenario you need to create some instance variable that tells whether the block is currently in it's "stuck" state. I'd also have another variable that states if that block is the one everyone else is stuck to. Although it depends on your design..

  • looks good except it uses the verb 'Construct' pronunciation and not the noun.

    i.e. CONstruct vs conSTRUCT

    perhaps instead:

    "Construct 2 construct your dreams!"

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  • what is your cone of view set to?

    re: layout picture...which one is red#1? the one facing the blue or not facing?

  • use particle effect.. set it to continuous spray and pin it to the object (if the object moves)

    you have to play with the particle settings.. it's a trial and error process to make it look good.

    https://www.scirra.com/manual/135/particles

  • the most basic way is to set a 'flag'.

    OnClick & LevelCompleteDialogFlag = 0 (for your gameplay click event)

    OnClick & LevelCompleteDialogFlag = 1 (for your End Dialogue click)

    then just set the flag to 1 when the level is over and it will allow that click to happen and NOT the gameplay click event. Just remember to re-init it to 0 so your gameplay works correctly when you go back into to playing..

  • yes webstorage, but now there's a new LocalStorage that is replacing it.

    it's pretty straight forward and not too hard to implement..