LukeWolf's Forum Posts

  • This is realllyyy strange.

    I'll share a screenshot of my events here:

    i.imgur.com/SA80AtZ.png

    This is the block of code that will not run even after all conditions are met.

    I am testing the enemy character to go up so event number 391 is what I'm testing.

    He will not move at all when all of those conditions are met.

    But if I replace it with something like this:

    i.imgur.com/cHkkvhU.png

    It runs fine.

    Before this I even tried deleting the events and manually re-creating them and it wouldn't work.

    My enemy character here is built off the same model and code as another enemy character and that one does not have this problem at all. I am able to use the tilemovement set grid position action with them but not with this character, and I really have no idea what's going on. The tilemovement is enabled in the debugger so that is not an issue. I'm really stuck why this would happen with the tilemovement behaviour on this one object in my game where other objects designed the same will work but this one won't. I have been very thorough in making sure everything is the same down to the last property with the exception that the enemy is spawning in a different position and that it has a 9-patch object in it's container (specific to the design of this particular type of character and that has nothing to do with any of the objects you see in the code). I don't know what could be happening differently but I am happy for you to have a look Ashley - it's a real mystery. I'm happy to send you the project files before family objects are replaced, replace them and watch what happens. I don't want to believe that it's a problem with the tile movement behaviour but this is a real mystery I would love to learn from providing you don't mind having a look please? I will share here what it was after of course.

  • I use Construct 3. I did mainly use Construct 2 and still have it but with some of the latest projects I have been working on, the features that Construct 3 has like the tween behaviour and tile movement behaviour makes things a lot easier.

    I also like the convenience of Construct 3 - being able to just open any computer and, even with the desktop version, open your project and not have to worry about installing or updating the program anywhere else.

    I don't like the idea of having to pay for a subscription, especially when it costs $150 AUD per year, it's a bit much for this kind of thing and they could have toned that down a bit, but this is the product they are now supporting because if I run into a bug with Construct where it crashes with something I need, I know I can just report it and they fix it, but if I run into a bug with Construct 2, it will not get fixed for ages.

  • Hey WRS,

    Thanks for your response.

    Are you saying that you fixed this by placing all of the objects for my enemy characters and their helper sprites into a separate layout like an object bank?

    Everything works but one block of code that just doesn't seem to run at all for some reason.

    I wouldn't mind sending my project to someone like dop2000 or if Ashley could have a look at this for me because the only thing that has changed is I replaced all of the objects without getting any errors for instance variables, behaviours or effects being different and for some reason this will not work and the only difference is that it's not in a family anymore.

  • I have 3 enemy characters that I originally thought putting them into families would be a good idea. Characters in my game use the tile movement behaviour to move around.

    They each have containers with 8 helper sprites in them which helps them do all different things with all the same behaviours and almost all the same instance variables and effects. Each of the helper sprites has a family of their own type.

    I realised that when I was programming the different enemy characters, I wasn't really using the families because they need to act independently from one another. so I wanted to take them out of the families.

    So I manually created the sprites for the enemy character and all of it's helper sprites, put all the instance variables, behaviours and effects in, used it as a template for the other 3 enemy characters. I made the appropriate adjustments so each enemy character with no family were the same with the sprites that are in the family, apart from the name.

    I highlighted and replaced all the events for the first two enemy characters and all of their helper sprites and they both work perfectly.

    The third one however, replaced all objects in the events without error but when the enemy spawns, it does not move. I don't know what else I am doing wrong. The only difference between the third enemy character and the first one is that I have an 9patch object that has nothing to do with moving the character in it's container.

    But if I was to use the debugger to move the character to a different place, it will behave as expected.

    Has anyone else experienced an issue like this? How did you fix it?

  • Thank you so much for your help WackyToaster and Fengist

    I managed to get this working and post a github issue using the fire-bot in my game. Learning some code really makes things even more awesome!

  • Thanks again Fengist for the extra information.

    I will try out what you said and see how I go.

    One other question: Does the CORS exception work the same from a desktop version (nw.js) of a construct project? I know you mentioned that it was probably possible. I'm just asking for better clarification because my game will be a desktop game.

    With Discord if you put yourself on "Do Not Disturb" status, you won't get any alerts or noises at all. It is indeed very distracting to be set on "Online" status while you are working on your projects. Most people I know that are busy or like to not be disturbed with all the alerts tend to permanently put themselves on this status. You can always check any unread messages whenever you have time. If you can add me on there - The Dark Lord#2044 is my tag, it would be great.

  • Fengist Thank you for your input and your assistance, I really appreciate it. I already understand that I am going to have to learn some javascript and php in order to be successful here. I do know some javascript but I am still learning it and I have basically next to no knowledge in php currently.

    Initially speaking, I was already considering the fact that I will need a server with php files to speak with github's API. However, this is really raising the difficulty level for me because I have basically no experience in php, I am willing to learn to overcome this issue, but I wouldn't mind direct help of course.

    The email system that WackyToaster told me about here cuts my efforts in half in terms of working out 'an api to talk to github' since it is already there and setting up a little system to send an email does appear to be the easiest way to achieve this. Of course, there might be a better way, and I am willing to improve this as I gain more experience, but for now this will do.

    Yes, the biggest obstacle I have right now is telling my server to allow AJAX requests so I can use the php file on my server so the game can talk to the fire bot. At the moment, I am not comfortable putting my entire game on my server for it to simply make the AJAX requests, which will work, but that means my game is on the internet and I do not want to put it on the internet like that, and not yet, but yes I am stuck with how to make that possible without getting my server to allow AJAX requests from everywhere. Your suggestion seems to indicate that I do not have to do that, and I can just allow it from the game only perhaps?

    As this is very complicated for me, I am willing to speak on a different platform like Discord to make it easier if you have the time?

  • Thanks WackyToaster for finding an easy. I did try that and I just get a blank white screen whenever selecting chrome to open it.

    I am more inclined to go with the web host idea for ease of access, though, just waiting on some web hosting to be approved.

    In regards to trolling, I'll cross that bridge if I come to it. I can always delete spam issues and improve the contact method, but as I'm in early development with few people involved, I'm not worried and like you said you haven't had it happen, so maybe the human being isn't that bad. :P

    Edit: WackyToaster - The email guide I linked explains to export to html5 project. Is this required? Can't I just export it to nw.js and then request the URL for the c2mail.php file?

  • I did find this:

    construct.net/en/tutorials/sending-email-construct2-1068

    There's a lot of web hosting and FTP though, but is there an easier way to do it?

  • Wow WackyToaster to the rescue! You found something that could very well do it! I completely missed this in my searches. I was constantly trying to check for api integration so I can incorporate ajax (still learning how to use this plugin since I have not used it before) somehow to connect to github to create an issue.

    I just tested fire.fundersclub.com and it works perfectly.

    Now I just have to design an in-game form in Construct which is easy but I am not exactly how to do the events to send an email. Is it possible?

  • I have had a look, but it's very foreign to me and I have to learn a lot. I'm just not sure where to start.

  • Hey guys,

    I've been searching everywhere but I cannot find anything remotely that can help me with how I can do this.

    I want to be able to create an in-game feature where players do not have to sign up to github to post feedback issues like bug reports.

    I'm really struggling to find a start with how to do this.

    Can someone please show me how to do this or at least put me in the right direction?

  • This helps a lot! Thanks again!

  • Thanks so much for your help, WackyToaster. This greatly helps me.

    Just one more question: what's a good way for me to push any objects out of the itemdropper the correct way? Some of spawned items are still overlapping the item dropper when they stop moving. Is there a way to determine the position of the itemdropper so I can use the physics to continue moving away from that position until it is no longer overlapping?

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  • Hey guys,

    I am trying to work a concept out.

    Basically, this can be used for opening chests or breaking things open or maybe something that needs to split into a lot of pieces:

    dropbox.com/s/xju8qeis8lpll6i/Spawned%20Objects%20coming%20out%20and%20are%20pushed%20away%20from%20still%20objects.c3p

    Here is my problem though:

    The objects are set to go into any direction and if they are overlapping another object, this is then run again until it is not overlapping.

    I have been trying to work out a method to tell the object to move away from the object they are clashing with (or from any other item so it is not overlapping other items), but I cannot work out how to do it right and I cannot find the answer anywhere else.

    Can I please get your help on this one?