Kyatric's Forum Posts

  • Also: when you click on "ignore" the project keeps loading.

    From there you can see there is a missing frame in the object Player, animation "Falling".

    Load your animation(s) frame(s) in there again, and save the project, all should work again. Make sure to set the origin point correctly (it might be placed in a fantasist position after loading).

    Once the frames

    This is similar to this bug and the troubleshoot method proposed.

  • Please be more specific.

    What is the expected behavior you expect out of your code ? How is it different from the result you have ?

    As I see it actually, your ennemy has bullet behavior in direction of the player and your friend has bullet behavior in direction of the ennemy.

    When they collide, they are moved 2 pixels back. As programmed in your code.

    What are you trying to do precisely ?

  • this error is coming up every single time.

    Every single time you're doing what ? Please be more specific and give the steps/precision about what you are doing before getting this error.

    Please help or should I go back to the r59 build?

    Ashley will look into this at the end of the week.

    Going back to R59 is not advised as it has some known big isssues with file saving.

    For now, be patient, make sure it is not just an error getting displayed, whereas the project is still usable, and fill the missing informations as asked in "How to report a bug".

    Also, for references, other topics relating apparently the same check failure.

    chrisbrobs: sounds like this bug you reported.

    No answers for now, (except the tricks already given by Ashley). He will look into it when getting back.

    R59 saved projects may cause issues in R60 if they had the "saving" bug you talked about (missing frames). Your current error (combo properties) is (apparently) different.

  • linkanbinkan: Please read How to report a bug, be sure to provide all the informations required, a .capx of the problematic project and a clear description of the steps you are using to reproduce the error.

    Tons of people made the game using the tutorial and did not get the error you are referring too.

    Be sure to use the latest browsers (update the browser you are previewing the game in) and fill in the missing informations.

  • Physics are explained in those two tutorials.

    For top-down, I guess you don't want to apply gravity to the physics objects, so you set gravity to 0.

  • I'll post here as this is related.

    C2 r60; Windows XP SP3; FireFox 7.0.1; ATI Radeon HD 4870

    Dual-core E5200 2.5 GhZ; 3,5 Go RAM

    After having worked on my project for some hours, added events, sprites, animations, changed the project name several times, saved the project as new folders, modified the layout height, I make my final save (by the save icon in the top bar) and click on the red cross (top right of screen) to close C2 when the following check failure occurs:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Object has no animations

    Condition: !anims.empty()

    File: Projects\ObjectType.cpp

    Line: 911

    Function: class ObjectTexture &__thiscall ObjectType::GetFirstAnimationFrame(void)

    Build: release 60 (32-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abandonner   Recommencer   Ignorer   

    ---------------------------

    Nevertheless, all appears to be fine on loading of the project afterward.

    Previewing worked and all textures/objects seemed in place.

    More fear than harm.

    When I had the check failure, I checked my last project's folder, all seemed to be there, I then came back to C2 and tried to check in the layout if objects were missing textures or something. (leaving the check failure window unclicked in the background)

    The layout tab was closed, I double clicked my layout in the project's tab to open it and encountered another check failure (that I didn't copy unfortunately) which error was something like "Layout appears to be a something object but not an object tab".

    My guess is that on closing, the closing of the layout tab wasn't done "properly" and messed up the rest of closing (first check failure).

    I clicked retry on the first check failure (Object has no animations) and C2 just closed (even closing the second check failure "object's tab").

    Sorry for the incomplete second check failure.

  • Hehehe funny and time-consuming.

    It remind me also of old times (it was on TO8, not amstrad though <img src="smileys/smiley1.gif" border="0" align="middle" /> )

    Even 20+ years later, the game mechanics still work.

    I don't know if it is on purpose, but during the first level, the fact of starting back from the left of the screen gave one bomb (even if there was a bomb already dropping atm).

    From the start of level 2 this principle disappears (making it harder).

  • Make it so that your .png image has a transparent alpha layer.

    GIMP, Paint.net and Photoshop all together allow for this.

  • If you fixed it simply use the save function (ctrl+s).

    Also if you need to make further adjusments, make backups in windows (copy/pasting the folder/renaming the .caproj in the explorer, not through C2).

    Nevertheless, I've saved as folder many times in r60 now, and the bug never occured again.

    Could you post the steps (what you did before saving) so that Ash might take a look into it when he gets back ?

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  • [https://kyatric.com/c2/capx/pistolAngle.capx]pistolAngle.capx

    Here you go linkuz.

  • Right click in "Animation frames" window => Import frames

    This will open a window in which you will choose the gfx files to load into the object as frames.

  • velocityX.Y_test.capx

    Simply Sprite.Physics.VelocityX or Sprite.Physics.VelocityY expressions.

    It works fine when I preview this example.

  • Apparently, plugins will need to be redone for each exporter.

  • Indeed, it is not the first time someone stumble upon the mouse object needing to be added.

    This topic will let Ash know that it needs a bit tweakening.

    And to answer yes, Mouse is like any other object and need to be manually added to the project if you are willing to use it. This happens on MAC and PC alike, as harrio said, nothing to see with the specific gear.

    EDIT: Going through the tutorial, Page 2, you have "Add the input object" where it is asked to add the mouse to the layout. (and keyboard too)

    The tuto doesn't need tweakening apparently, it just need to be read and followed from start to end ^^

  • Hello Miu, are you using r60 ? Was the project saved in r60 or a prior release (r59) ?

    Apparently, some of the frames of your animations disappeared.

    You can always click on "retry" on the check faliure window (as many times as needed untill the project opens) and check your sprite objects and load again the missing frames/textures.

    From there the JSON assertion should disappear in firefox.