JonasKyratzes's Forum Posts

  • Can you reproduce these issues in a new .cap and post them to the tracker? I haven't heard anyone else having that kind of problem.

    It is pretty weird, isn't it? I will attempt a couple more approaches, and then I will see if these issues can be reproduced. As I said, it's hard to see an understandable pattern. I have done actual programming before, so I'm always trying to think in terms of what the program might be doing, and this makes little sense.

    Will keep you posted.

    (Currently it appears that the huge times it takes to load new layouts seem to be related to me using oggs. When I switched to mp3s again, it went really quickly. I guess they're played differently? Edit: re-read the wiki entry. OK, obviously this makes sense. The rest is still crazy, though.)

  • Maybe every layout should have an XAudio2 object of its own? Don't make the thing global, just have a copy of it in every level? Sounds kind of insane, but maybe that will be more stable?

    Despairing a little... so close to releasing this game.

    Edit: Nope. Separate non-global XAudio2 objects still having the same effect. Everything becomes tinny at random and going from one layout to the other takes ages.

  • I have no idea what the hell is going on with XAudio2. It keeps making things sound all tinny, but with no understandable pattern. At first I thought it was because I was using mp3s and the "play music" command, and switched to just "play channel" and oggs. But now it's starting again.

    I wish I could find a pattern in this, but I can't.

    (Originally I was using separate XAudio2 objects for my intros and the game itself, but thought that might be causing problems somehow, so I switched to one global object. This caused everything to go wonky. What on Earth am I doing wrong?)

    Edit: To make things more bizarre, it now takes ages to skip the introductions. Before it was quite simple: when hitting any button, the game would take you to the next layout. This was pretty much instantaneous. Now it takes several seconds. WTF? Shouldn't what I'm doing now be cleaner and simpler?

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  • Thanks everyone! Lots of useful advice - time to try it all out. Will let you know what happens.

  • Is it just certain layouts that cause the bug?

    Also what version of Construct?

    At first I thought so. It only happened when I tried to skip over one of the game's two intros - a feature that would be disabled anyway. (That's the intro when you're starting a new game, just to be clear. Otherwise it would be pretty annoying.) But now it's cropped up on other layouts, and those have nothing in common. And it's only when going from one layout to other, it never happens on its own.

    I'm using 0.99.62.

  • No, it still crashes. Damn.

  • Is this with a transition?

    No. There used to be one, but I stopped using it because it was causing the occasional problem. On the other hand, I hadn't actually removed it from the project file, so I will do that now. Do you think that might have been it? (It's hard to give an immediate result, given that the crash is so rare.)

  • I'm almost finished with a very large project in Construct - a platformer of sorts. Almost everything is working, but I've run into a bug and could use some advice.

    The bug occurs when going from one layout to the other. The game crashes completely. But the thing is this - I haven't been able to figure out a pattern. Running the same thing twenty or thirty or even forty times may produce only a single crash. Sometimes it doesn't crash for ages, then it crashes three times in a row. Any idea what could be going on? Anything I could try?

    Furthermore, would you suggest that I use the current version of Construct to compile, or should I go for one of the unstable builds? Sounds kind of obvious, actually, but... yeah. Just wanted to know what you think. (I'm going to try and see whether the bug still occurs with a new build, but I don't think I can test everything else in the game again... it's a very large game and I'm out of strength.)

    Thanks.

  • > Oh dear. I'm so close to finishing my huge project, and now this... I should probably install it (especially since so many people are likely to play the game, and this will probably improve stability), but it's terrifying to think that I might have to go back and change a lot of stuff...

    >

    Just be sure to make backups, and don't uninstall your current version of Construct just in case something goes wrong.

    Is it advisable to have two different versions of Construct installed at the same time?

    (I'm definitely upgrading anyway. It's just a little frightening at this point - I've probably put hundreds of hours of work into this game.)

  • It's pretty!

  • Oh dear. I'm so close to finishing my huge project, and now this... I should probably install it (especially since so many people are likely to play the game, and this will probably improve stability), but it's terrifying to think that I might have to go back and change a lot of stuff...

  • I'm all for it. Just give everybody enough notice when it will start and end and make sure to advertise it. Also, we could always have the top winner have to submit the .cap or some other way to show they used Construct. It would also be beneficial for people to learn the great stuff Construct can do.

    It's a great idea.. we need more competitions!

    Good. I'll definitely give everyone enough time, and I'm pretty certain I can get the word out.

    And having people submit their .cap files for verification is a really good idea.

    I'll get on it as soon as I'm done with my current project.

  • Oh, by the way: I had the idea of hosting a Construct game making competition. As soon as I'm done with my current project, that is. A competition with prizes and everything. The theme would be somewhat anarchic and irreverent (I have something very specific in mind) - the result would hopefully be attention for Construct and some good games.

    What do you think?

  • I just don't think one solution fits all. You can do fine with events (fine). I can live with events but would be much better off with a scripting system that works. I am not complaining about not being able to do what I want with the events. I just wants scripting support as well

    Understandable - each to his own. For me, events are a joy I can barely describe. The way Construct works fits really well with how I think.

  • The only reason that happens is because we haven't seen a big success story for a game being created using Construct yet - Once that'll happen and the creator won't be an ass by making everyone believe he did all the programming work, Construct will get the attention it deserves, cause then everyone will want a slice of the cake.

    I don't mean to sound arrogant, but I certainly hope Phenomenon 32 will achieve something in that direction. My games tend not be huge hits (mostly they're too unusual for that), but they do get some attention, and that includes attention from developers and other creative folks. And I certainly won't claim that I programmed the thing - quite the opposite. So maybe that will get something going. I hope so.

    Mainly Construct is not really finished.

    Yeah, but look at what you can do with it, even at this stage.

    [quote:9sq1ybex]The overall user interface is weird.

    Really? I think that's a matter of taste. I quite enjoy the interface, and find it to be very intuitive (with a couple of minor exceptions, and those are mostly bugs).

    [quote:9sq1ybex]The lack of real scripting is a problem for me. I often use Construct for prototyping but in the end I end up making it work in flash/python/gm/c++

    I've had the opposite experience. The entirety of Phenomenon 32 is build with quite basic commands. That's what I find so amazing - I have yet to find a single thing that I could not achieve with Construct. Now, I may be a little less ambitious in technical terms than some people on these forums, but I still managed to do a fair bit without any serious problems.

    Anyway, all I can say is that Construct is the kind of tool I've often dreamed about. I could never understand why all the other game making tools were designed the way they were, and told myself that maybe what I imagined was too hard to do - but here it is. It may not work for everyone, but to me it's been a blessing.