Kyatric's Forum Posts

  • C2 r50; Windows XP SP3; FireFox 6.0; ATI Radeon HD 4800

    ^ not r51 yet ^^

    When moving code from a level to another and that the code is concerning a local variable, so becomes out of scope, C2 crashes.

    Ex:

    Group

         Main event

              * Local var something

              Subevent something = true

    Moving subevent to Main event level (with or without including Local var something in the selection) makes a crash

    A microsoft VC++ runtime error window.

  • I suggest you to read "How to report bugs" so that we might have tracks to help you.

    Also is what's happening to you similar to what's described : in this post

  • Hey. I have been trying Space Blaster in my Firefox 6.0 (Windows XP SP3; FireFox 6.0; ATI Radeon HD 4800) and after having started the game after title screen, the game freezes.

    Firebug detected:

    Index or size is negative or greater than the allowed amount" code: "1

    g}};b.ve=function(a){a=this.Se(this.b....),a.vd=!0};d.g={}})();w.a.aa=r("b"); 

    in C2runtime.js, line 85

  • Ok, then that makes perfect sense.

    I only wished I hadn't had to learn it "the hard way" <img src="smileys/smiley2.gif" border="0" align="middle" />

    Keep up the good work anyway.

  • Hey,

    I've been occuring a strange behaviour in r50.

    I have two layouts in my app.

    I tried to fill an array with values from a layout, and use those values in the other layout.

    From the second layer, it seemed the array was empty (only returning 0) whereas from the first layout, it was obvious the array was filled. (the array contained different values).

    I had created/added my array to the first layout.

    I've tried a bunch of stuff around, questionning my code, etc...

    In the end, I resolved to put the filling code in the same layout/eventsheet that the code which gets infos from the array. And there, either filling and getting values did not work.

    Last solution, adding a new array to my second layout (containing the fill and get code) and all work as intended.

    So it seems the array only applies to the layout it is added to.

    There's no "global" option for the arrays and no way to tell which is their layout of of belonging.

    Have I missed something, is it intended behavior ?

    Is this already had been spotted and resolved in upcoming r51 ?

    I was kind of hoping r51 would be out when I'd wake up today (^^).

    Anyway, I thought I would post it and wait for Ash explanation.

    On another note, I have been intensivly using C2 during this week end for the Ludum Dare (I'm still on for the "Jam" entry) and I must say that it has been gladely stable. I've only occured a few bugs (already known and that I should have avoided) and in the whole, it it a nicely reliable tool.

    I love the fact that globals var now are just "name_of_var" no more tedious Global["my_var"] or whatever method of CC.

    It is just a blast.

  • Also it appears to do with the fact that when creating a new folder (out of C2), saving the current opened Project in C2 (with sound files) in the new project folder, the sound files don't get copied after a while.

    I have to manually copy the content from the folder "files" from a previous backup to the new one, unless I get error "missing files" on opening the project.

    That happened right around the time of this check failure (I saved a project, C2 crashed, reopened it, save to a new folder, file sounds wouldn't copy).

  • Check back tommorrow, R51 release.

    You could also check out the websockets plugin.

    XML parsing is planned, will either be added by Ash or via a custom plugin in a short to mid range.

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  • Shift.

    Not now, but possibly in tommorow's Release 51.

  • C2 r50; Windows XP SP3; FireFox 5.0; ATI Radeon HD 4800

    I click to start the preview.

    During start of layout

    =>

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Cannot find file on disk to return over HTTP

    Condition: FileExists(disk_path)

    File: HttpFileServer.cpp

    Line: 228

    Function: void __thiscall HttpFileServer::ServerRespond(struct _HTTP_REQUEST_V2 *)

    Build: release 50 (32-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 2)

    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   

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

    And I have a bug in runtime (Missing sound files which haven't been saved in the project folder).

    Cause & effect ?

    I copied the files from a previous backup, relaunch C2, the preview works.

  • When your game drops under 60 fps, panic.

    As long as it runs > to 60, don't care. You're just displaying more stuff then human brain can handle, so nothing to care about really.

  • So i anyone working on this ?

    I was supposed to check the theme, like 8h ago, but man, I fell asleep and couldn't get up despite my alarm <img src="smileys/smiley17.gif" border="0" align="middle" />

    Theme is escape. Damn, I don't know if I should enter this or not. I don't have a lot of ideas/inspiration right now.

    Well either jam or comp, we will see.

  • Great demo, really cool!

    Thank you <img src="smileys/smiley16.gif" border="0" align="middle" />

    I also think you should leave the movement of the object to the person making the game.  

    Nice!

    I wouldn't make the behavior move the object. No matter what you do, for the majority of games it's probably not quite what is needed. For example tile games just want to step a whole cell at a time, and an RTS might use a steering vehicle style. IMO the behavior should just return the list of waypoints by expressions and then the user can make the movement via events... that seems to hit the right balance between "taking care of it for the user" and "not telling the user what they want", which is the balance all of C2 has to strike just right.

    Well I strongly inspired myself of the rts behavior from CC (which I've had a lot of fun with, but also saw some of the limits).

    I was aiming at proposing the maximum options/settings. (as proposing two type of walk: straight in the cell, as previously, and also the current floating one which I see potential in ^^)

    Well, I'll just put more options, as well as the "don't move parent" and "return pathlist".

    If I had knew this a few days ago, I wouldn't have hurt myself getting it to work <img src="smileys/smiley17.gif" border="0" align="middle" />

    But in the same time this has been very taughtful.

    There's definitely no file size limit. I guess there is a mistake in your script the minifier doesn't like. Did you read the section on Google Closure Compiler in the SDK docs?

    Yep I took a look at it, I'm not sure what have "broke" it though. My runtime went above 1000 lines and the minifier just stopped working, with seemingly no output message (that's frustrating)

    Anyway, I'll make sure to clean all the code before releasing the behavior and make it "closure" compliant.

    I've read from all the websites and sources you pointed me to and learnt a lot quickly and quite easily.

  • I made a html version of the SDK

    It goes to the "tome" 8 as of now.

    i'll add the references later next week.

    If you want to download it click this link that will give you a .zip

    Written by Ashley, HTML formatting by myself.

    Enjoy.

  • I just edited the demo with my last version of the behavior.

    So the "up" bug has been corrected. The sprite seems to be "floating" a bit, compared to the straight "glued to grid" style it had previously.

    Right clicking an obstacle will delete it.

    You can make pretty elaborate mazes.

    Strange thing happens on export though. I wasn't able to minify it, directly from C2, when I tried, the output file was 85 octets, and only contained the header "// Generated by Construct 2, the HTML5 game and app creator :: http://www.scirra.com".

    It seems that the minifier has a file size limit, or something.

    Still not done with the behavior, but it is taking form steadily.

    EDIT: Those posts are old and were Work In Progress only.

    The actual topic for the PathFinder Behavior is one click away.

  • The problem with such algorithm is that there are lots of ways to apply it.

    Making the most common behavior possible, answering all needs will be quite hard. (and tbh is not really my concern. I needed a pathfinder for one of my project. When my own needs are fulfilled, I'll release the behavior. If you have specifics you want to add, you'll then have to add it to the code yourself). (We'll see)

    For now, I'll let you with this little demo of the behavior WIP.

    The start is the sprite in the top-left corner.

    The destination is the bottom right corner.

    Click on any case to make it an obstacle. (Avoid making Start and Destination an obstacle though)

    When you're done conceiving your maze, click the top-left sprite.

    it should show a path of arrows, and give you a message once the sprite has reached the destination square.

    As said, really work in progress.

    The heuristic formula for this example is Euclidean.

    I have more work on this before making it publicly releasable.

    This demo is based on the code Ash pointed out.

    Edit:

    Known bug:

    + The sprite doesn't move up. Instead it stays in position/stucked.

    I'll have a look into why later (can be after the r51 release though, as I'm intending to participate ludum dare this week end.

    Let's make a bit of promo for C2, join me there (jam rules allows for teams and a 72 hours deadline)

    <img src="smileys/smiley20.gif" border="0" align="middle">

    EDIT2 : The PathFinder Behavior topic