LeuNoeleeste's Forum Posts

  • BadMario Thanks for the advices and insights, I'll keep those in mind. Also, it was once a again a pretty reassuring answer, which allows me to keep working on my little tricolour proto thing peacefully.

  • A clear and reassuring answer. Thanks Ashley

  • Hi everyone, I'm here because I'd have a quick little question. I have a little prototype right now, 4 unfinished stages. They mainly rely on a physic engine. The project is already around 25 mb of global memory usage (around 28 while playing any level). Is this alarming or relatively normal for something with only 4 levels and aiming to have around 25 ?

    Also, most of my sprites are all between, say, 100x200 and 200x500 px. There're a lot of sprites, each big chunks of the scenery also has its own normal map above it, so I can set a dynamic lightning.

    It's still time to make things a little tinier, but should I ? I don't want to end up with 18 environments way too hungry for memory. Thank you all

    Tagged:

  • Many thanks to you two, the problem has been fixed and I've learned some new facts regarding how the audio works in Construct 2. Enjoy the rest of your sunday !

  • These days sounds will not play in browsers until you click on something first, that could be your problem.

    Might be the key, indeed. I was not aware of this fact. Also, thanks for your advice regarding my design, I'm going to test this immediately !

  • Greetings constructors,

    The title said it. I wanted to be le creative guy and did not make any transition between the menu of my prototype and the first level. When you click play, the titlescreen music is stopped, then followed by one or two matching melodies until you reach the ground (the actual start of the level).

    Everything is working fine in the preview.

    But here's the twist : once the project has been uploaed online, the audio files don't always start. It's pretty random. Sometimes, it's running as intended. Sometimes, the titlescreen music doesn't start, but the right song supposed to start just after is working. Sometimes, nothing work at all, then BOUM everything start at the same time. And I'm clueless.

    I tried to test my stuff with all my musics within the Sounds directory instead of the Musics one (just to see if it's a loading problem), but nope, same results. I don't know what could be wrong with my events. I mean, it's working on preview, and they are fairly simple, like :

    Why the damn croissant fixIntro doesn't always start ? I crave for any hints. I have missed something, but I have no idea what. Same results no matter the browser. Same results if tested on local (using WAMP). Same results if tested with another track. Always random. Any form of help would be greatly appreciated.

    Tagged:

  • Thank you for your clear and quick answer, dop2000 . It works like a charm ! Have a nice day

  • Hi Constructors,

    I'm facing a dumb issue. The main features of my game-wanna-be prototype are done and so far, running well. For various reasons, the player can sometimes go through the walls or the floor of the environment, for a limited amount of time.

    Once the said amount of time has passed, walls and floor become solid again. Classic, right ? Now, if the player is still IN a wall or in the floor at this precise moment, he's obviously supposed to be crushed and killed.

    I thought I could easily deal with this. Boy, I was wrong.

    I check if any of the walls/grounds objects of my family is overlapping my player. If they do, and if they have the same collisionGroup, the player must be destroyed. Seems coherent to me, but in the preview, my player is killed as soon as he collides with the floor or the wall. This was not intended.

    I've tried using an offset (checking if my family is overlapping my player's origin) but it was another failure. Why does this event acts like a simple "on collision with" ? Where is my loophole ?

    I apologize if this questions has already been treated. There are around 168 pages talking about Overlaps issues, yet I didn't find one that suits my needs. Might be a mistake from my part, tho.

  • Hello, thanks for answering my question. Your time scale solution works like a charm ! I'm surprised it has never ever been brought up earlier in the various threads I've read during my researches. Everyone was talking about physic or bullets behavior, to replace the actual particles. I'm glad to see that there is actually an easier way to achieve this result !

  • Greetings constructors,

    I'm currently dealing with a little something you may have heard of : particles ! In my current project, they are working fine, and spawn every time I need them to do so (mainly as dust when the protagonist is walking or jumping on specific surfaces). But I need to get more control around that.

    In some peculiar cases, "particles" will have to "stop" and "sleep" in one exact position until another event triggers their awakening. And this is impossible with the current C2 particles system.

    The perfect way would be for my "particles" to use the physic engine (Chipmunk in my case). I need to tweak stuff in the events to "simulate" particles with some physics. And as I found out this week, It's easier said than done. I did some research regarding such cases, without success.

    Now I'm not asking for a capx or a ready-to-go solution. Finding out is part of the fun. But all my attempts failed miserably or/and gave frankly broken results. I'm starting to get lost, so If anyone around there could give me a clue or the general direction to achieve this, I'd be grateful !

    Regards,

    This-one-dude-without-avatar

  • How did I even forget about this. Seriously.

    Thank you sir, I've been seriously scared for a moment.

    Have a good night !

  • Tonight, I've learned something.

    That I should not only make several saves of my main project, but also make various saves of the plugins I use or have used. But for now, I may be unable to keep working on something I was bulding for months, so I'll think about this fancy lesson latter.

    Today, I've decided to reset my PC. Great idea, now everything is waaay smoother and my OS is waaay more clean. All the important files previously saved have been brought back, including my main Construct 2 project. But hey, I can't open it because several addons are missing. I've managed to download them all, except one : The Clock plugin, by Yarfapet.

    This little prick is simply nowhere to be found. I didn't even know I've been using this, it must be from one of the earliest iterations of the project, and I've never removed the addon, even if I was not needing it anymore. And right now, I truly hate myself for this. This is the original thread, if anyone is interested :

    https://www.construct.net/fr/forum/extending-construct-2/addons-29/c2-plugin-clock-38660

    Google failed to help me, this addon seems to have vanished from the entire internet. I do hope that some of you have still this thing saved on your disk, otherwise I'll need a serious quantity of alcohol to deal with such a stupid situation. Any form of help would be appreciated. Thank you

  • Greetings Constructors,

    First, I didn't post this subject in the How do I section because according to me, it's more a general question about the overall functioning of Construct 2 and its physic behaviors than a simple request for help. I don't really need help anyway (although your replies on this topic could be of use, of course). If I'm wrong and this subject belongs to the How do I section, sorry, I'll respost it there and delete this one. That's being said, let's get back to the real topic : PPC (Physic, Polygons, Collisions).

    Under precise conditions, the little armless dummy that I use as main character/sprite can go through the platforms around him. The player's sprite overlaps the platform's sprites while the collisions are disabled. It works efficiencly without any problem when doing any vertical movements, however, I've noticed that it may causes some odd stuff when doing any horizontal movements. I may precise that I use Chipmunk physic behavior, and not the basic physic behavior.

    To be clear, when jumping through a platform above or beneath him, everything is fine.

    When running through a platform however, I have seen three main cases :

    1) The character is slowing down (like he was suddenly going through some kind of big water wall or something) but manage to pass

    2) He remains stuck in the middle of the platform (pretty rare tho, but fact is, it happens over time)

    3) Collisions are still enabled when running directly toward a platform, but they are not if I jump through it

    It's pretty odd, as in the event sheet I specify that under the concerning circunstances, the collisions don't apply anymore...so what's going on exactly ? I was sure the character will just run like nothing was there anymore, the sprite being drawn but physically inexistant. I was wrong, but why ? Also, if I suppose we can't change anything in the behavior to fix this mess, I'm sure there is a tricky way to avoid that thanks to the events, but I have no idea how, honestly. Any ideas ?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • ErekT Thanks for the names, really useful ! Yep, I'll ask them !

  • No problem mate !