joeykid6's Forum Posts

  • Nice work on this. I've been struggling with vertical platforms and your code has really helped me out.

    I took Yann's revised example and added an event so that jumping off the platform is now allowed.

    Here's the capx:

    http://dl.dropbox.com/u/47015043/construct2/cleaned_VPlatform.capx

  • Thanks for the quick reply, Ashley.

    All of what you say makes sense to me; I suspected something along those lines. I knew the 'wait' didn't block the event, but it didn't occur to me that 120 'wait' statements were queuing up. Now I understand why the crash happens even when I isolate the sound in its own event after the variable change. The wait cycles that are queued simply reset the variable. I moved the variable setter to before the 'wait' in the event and now the whole thing works perfectly and makes sense.

    I went ahead and posted a comment in the 'wait' tutorial to clarify this in case anyone else runs into it.

    Regarding the audio crashes: I truly hope you didn't see that as a criticism. Please know that I love C2 and am singing its praises to anyone who will listen. You guys are doing an absolutely wonderful job, and I can't wait for the browser folks to catch up to you! The only reason I highlighted the crashes in the post was to make sure that no one else inadvertently experienced them.

    Please feel free to move this whole thread to "How Do I?" and rename it if you think that's appropriate.

    Thanks!

  • Hi All,

    I'm pretty sure this is a bug, but please accept my apologies if I'm misunderstanding C2. I've tested this on FF 12 and Chrome 18. Specs are in the sig.

    The basic scenario is that I have a platformer land on a box. Normally, landing on the box produces a sound and animation event. However, when the player lands on a certain number of this type of box, a variable is set which triggers events to suspends player movement/scroll, then play a sound, then scroll to a new location.

    I've created a stripped down .capx to show the sequence with only one box (as though this box were the last one required to trigger the sequence). When the player lands on the box, there is a two second wait, but instead of playing the sound once, the sound is played repeatedly until the audio driver breaks or the browser is shut down.

    Interestingly, this problem happens whether you leave the sound in event 4 or drag it into event 5. It seems like it might be buffering two seconds worth of actions (120 sounds) and then trying to play them all at once, but this is just a guess.

    For safety, the .capx I've uploaded has the wait action disabled. In order to reproduce the problem, enable the wait action in event #4, then land the player on the box.

    WARNING!!: With the wait action enabled, this .capx has crashed my audio driver a couple of times. I've had to quickly close my browser once the sound starts to avoid more crashes.

    Here is the .capx:

    http://dl.dropbox.com/u/47015043/audio-test-new.capx

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  • Thanks Ashley! That should go a long way toward solving the problem.

  • Is there any way of reusing images for duplicate frames to reduce project size?

    I'm trying to use two animation frames to create a complex flicker effect (one frame for 'off', one for 'on'), but I need to duplicate them each several times to get the right timing (the total animation is about 18 frames). It seems that C2 creates a new image for every frame, even if the frame is a duplicate, so the project size grows quickly as a result.

    Any way to force reuse of just the two images? Or, is there some alternate way of creating the sequence that I could try?

    --Joe

  • aridale:

    I've been wondering the same thing, so I just tested parallax scrolling above 100% on a foreground layer in front of the field of play. It seems to behave as expected. I tested up to 200% on both X and Y and it worked fine (in FF11 at least).

    --Joe

  • Appears to be fixed in r87. Thanks, Ashley!

  • OK,

    I figured out a structure which gives the desired behavior without the error.

    Here are images of the error structure:

    <img src="http://dl.dropbox.com/u/47015043/error.PNG" border="0" />

    ...and the no error structure:

    <img src="http://dl.dropbox.com/u/47015043/no-error.PNG" border="0" />

    Maybe it's possible to raise a warning flag in C2 for structures that appear valid but which create bad loops (which is I think what happened)? Although maybe I'm still just getting used to the ropes of C2.

    --Joe

  • I've isolated the problem. Subtracting from the "PlayerFuel" variable (in Event 14) causes the hang. Not sure why, though. Maybe it's a race situation where it subtracts faster than it can update?

  • Hi Everyone,

    I'm a university professor from Little Rock, Arkansas whose doing research in Cambridge (UK) at the moment. I teach interactive and game design, new media, and digital communication.

    Just want to say I'm loving Construct 2! This is the best tool I've ever used in terms of letting me spend my time designing rather than fighting syntax or looking things up in API reference docs. It reminds me of my first time working with Rails, only even more so.

    Fantastic work.

    --Joe

  • Hi All,

    Testing on Win7 (64bit) with Firefox11 and IE9, I got the following when rapidly and repeatedly pressing the up arrow (IE just hangs, but Firefox gives the error message):

    "Warning: Unresponsive Script

    A script on this page may be busy, or it may have stopped responding. You can stop the script now, or you can continue to see if the script will complete.

    Script: http://localhost:50000/eveng.js:377"

    Each error response gives a different line number.

    The .capx is here:

    dl.dropbox.com/u/47015043/code-platformer.capx

    Not sure if my events are configured in a way that causes the error (I'm wondering if it's the OR block), but I figured I'd post it.

    --Joe