leoncross's Forum Posts

  • I've been having weird crashes when trying to close the software.

    I'm on a Steam Personal License working on a big project with 2400+ events.

    I think the crashes started after I mistakenly used alt+f4 twice and closed C2 by mistake...

    I then used the project's autosave file to continue the project.

    I also changed the project's name (Don't know if that could be the cause.)

    Since then, if I have my project open for some time, and then close it, it always crashes.

    I don't lose any progress but it's been quite worrisome.

    If I only close the project and not the software it doesn't crash, but if I try to open a project again it crashes twice.

    If open the project and close it immediately it doesn't crash.

    I had screenshots of the crash window but I just lost them after a power outage...

    I'll take some more when it happens again.

  • I don't think it matters too much although it's more difficult to track what's going on with 'time' than if you assigned a timer behaviour to the bomb. You are basically saying on it becoming activated calculate some time from that point, well you can do this with a timer behaviour and track it on each bomb. I can't think of a more obvious use for a timer behaviour than a bomb :D Also I should note the timer is affected by timescale so when you are trying to pause the game it will stop the timer and resolve that issue for you.

    Ah yes, the Pause issue happens again with the current method, though I managed to fix it with a an inverted Boolean check for "Game_Paused" (It stops subtracting dt when the Game is Paused)

    My only issue at the moment is it seems that the alarm sound plays one more time just before it explodes but it should play only 3 times, but it shouldn't be too hard to fix.

    I see what you mean, timer seems to be a more proper way to implement this.

    Well, I'll try coding that too and keep which one seems more stable.

  • Yes it's object.timer.currenttime("timer name")

    Ah, I see.

    Do you think using timers is less resource heavy than Every Tick conditions?

    This is what I currently have:

    CPU is around 30% and I get solid 60 fps for now at least.

    (Haven't made any levels with many bombs)

  • There is a timer behaviour. You assign it to the bomb and say when bomb is activated, trigger once, start timer. construct.net/en/make-games/manuals/construct-3/behavior-reference/timer

    Hey, I just managed to get it right using Every tick and dt.

    It seems to work right so far, gotta test more.

    By the way, is there a way to get the the time elapsed since the timer began? I had tried using the Timer before but couldn't find a way to get that...

  • Hello guys, I'm having a bit of trouble with making bombs.

    The idea is similar to the Crash Bandicoot games, where if the player touches a bomb, a countdown begins and when it reaches 0 it explodes instantly (You never see 0 on the bomb).

    This has been a real pain to work out, fixing one issue seems to create another!

    One implementation for example would not stop the countdown during pausing the game...

    I remade the whole system to be simpler using the Every X Second condition to control the countdown, but now the bombs run their countdowns one at a time even if more than one of them are activated!

    Example:

    What should happen: Player touches bomb 1 and then almost immediately bomb 2, both their respective countdowns begin the instant the Player overlaps/collides with them.

    What happens: Player touches bomb 1 and then almost immediately bomb 2. Bomb 1 Begins countdown instantly, but gets stuck when Bomb 2 gets activated. Bomb 2 starts countdown but doesn't change animation.

    Any ideas?

  • Not out of the box, but the template is rather easy to expand and adapt.

    For your particular need, I would create a new function based on the "choice" one that creates the new smaller window as you said.

    Well, I managed to merge my old Create_Choice function with your template! It works great so far! I even used the "Wait For Signal" command to smooth it all out.

    Also for anyone interested,

    I've found a way to display Dialogue without using the utility or loading anything from elsewhere (For games with less text).

    In your event do the following:

    Set the size of DialogueData array depending to the number of text boxes you are going to need.

    e.g. 1 text box -> 1,3,1

    e.g. 3 text boxes -> 3,3,1

    DialogueData -> Set value at X0 = "Text you want to display"

    Call "Dialogue_StartDialogue" function.

    Of course, writing all your game's dialogues inside the C2 project may not be for everyone. But it might be better for a smaller game workflow-wise

  • Excellent template!

    But is there a way to display choices alongside the other text?

    For Example:

    "Would you like to Save the game?"

    "Yes"

    "No"

    Or maybe an easy way to generate another, smaller window below the main one and put the choices there?

    Something like the image I've uploaded?

  • Sorry, I forgot to update this thread, All's well, turns out it was a bug in a custom behavior I used that has been fixed by its author.

  • Hello, I've been trying to export a game of about 750 events using NW.js.

    The game is a demo of a commercial game I've been making and I want to send it to one of my friends for testing.

    Whatever option I use all I get is a black screen though. No music no anything.

    I am using v0.30.0.

    I've been reluctant to update since the game's performance was great and I was afraid of breaking it with upgrading. Do you think that is the problem?

    Also, I am not able to use the option to Minify the script even though I have Java 64 bit installed.

    Could anyone help me with this please?

    I'm getting very desperate.

    EDIT:

    I've just tried using Electron and the same thing happens; Works great in preview, but black screen in export...

    EDIT 2:

    I've tried to export to HTML and upload the game on itch.io.

    Same issue...

    I've also tried newer version of NW.js and older (28.9) and still the same thing happens.

    Meanwhile Preview works fine in Chrome and Nw.js...

  • I see!

    Thanks for the information!

    Everything works nicely now!

  • Yeah, that was really weird. I wonder if I have a messed up event somewhere. But it now works great with the linear method! I'm really satisfied with the Player physics I've got so far.

    Now to make Ladder/Vine climbing...!

    Oh, dt* 50 is 1? I understand the difference now. Thanks for all the examples, dok2000! You taught me new stuff that'll come handy for sure!

  • I don't understand what bugs are you talking about.. Are you controlling MaxSpeed or speed?

    Here, try this example:

    https://www.dropbox.com/s/bts9v6536aj5dc7/PlatformSpeed.capx?dl=0

    By "bug" I meant the original problem I had which allowed the Player to retain high speed by jumping all the time.

    I am controlling Max Speed yes.

    I eventually managed to fix it by using your idea of having different lerp speed values in the air and o the ground (Check the image). Having a 50 * dt value when in the air seems exactly right.

    Hmm, I just checked your capx! Nice and simple! I did not think of using max, maybe max is better performance wise than lerp in this case?

  • Yikes, I forgot to use dt! Gonna check it again now.

    The problem was that the Player changed speed while Jumping, causing some weird "bumps" when jumping even without the button held.

    Also some other method made the Player have almost no momentum while Jumping if his speed was 0.

    Hmm, the classic bug that allows the Player to retain their speed by jumping constantly still happens with your suggestion... )-:

  • Hello!

    I'm trying to fix this weird bug in my game and I'm having no luck so far.

    In this game, holding down the Left shoulder gamepad button and moving Left or Right sets your max speed to 300. Normally the value is 200. It also lowers your acceleration and deceleration making the player harder to control, like playing Luigi in Super Mario Bros.

    When the player's speed reaches its maximum point, it sets the Player's Jump Strength to 500 (Normally it's 465) enabling the player to jump higher(This is just for information, it's irrelevant to the problem).

    When the shoulder button is released, a function is called that sets the Player's acceleration and Jump Strength to normal.

    However, I wanted the Player's Max Speed and Deceleration to smoothly transition from the "Running" value to the "Normal" value.

    I tried an event with Every Tick and lerping the Player's Max Speed if the button is not down and the Player's Speed is greater than 200 and it seemed to work at first.

    But, to make this work, I had to disable it when the Player is jumping or falling because it caused other problems.

    That however, makes it possible to stop pressing the shoulder button and keep jumping to retain speed even when the button is not pressed.

    I think the fact that jumping de facto increases the Platform Speed is the core of the problem.

    I've tried many other ways but each one produced its own problems...

    Well, I hope I did an adequate job of explaining this, haha...

    Please ask me if anything is unclear.

    I can't think of any other way to fix this... I'd be grateful for any ideas...

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  • Awesome plugin!

    But is there a way to make the Fade Out With Delay transition faster?