Lunatrap's Forum Posts

  • Lunatrap - if it's just one keyboard event that's triggering twice, can you reproduce it in a new empty project? If there's a problem we can probably fix it immediately off the back of that, but without it we might not be able to get anywhere.

    no just one... a lot... pretty much all my keyboard events...

    i cant reproduce it... with a simple event sheet it does not happen...

    you can argue that its an error in my code... but like i said... everything works well on r165... if i unistall r165 and install 166/167 (free version) and then it wont work (repeat this about 10 times to be sure), that means that there is nothing wrong with my code... something changed with C2 on r166

    my project is too big to export to an empty peoject... it will take me days or weeks to do it...

    i guess its better to send you my .capx instead.

    i would not be so worried like i am now... if i could stay in r165 and finish my game... but since i have the steam version i cant go back to r 165... so i need your help very bad :/

  • Can anyone confirm that r167 has fixed it?

    sadly, no... i still expirience the same problems :/

    there is one weird thing... my problem seen to be with the keyboard plugin... its triggering twice, but i have the exact same event, but for triggering with the gamepad... and they seem to be fine...

    plase help... :/

    the worse thins is to pin point exactly what is causing the problem... but i suspect of

    the condition "layes is visible" inverted or not...

    it seems that all the events that no longer work, is becuase they use this condition...but the wrid thing is that with the gamepad... this one, trigger fine... :/ im confused

  • Ldk thanks for this, i will take a closer look when i'm free and post an update here again.

    Lunatrap it was suggested by another user here as i want the enemy to chase the player, the enemy has both platform and pathfinding behaviour in them. Do you have a better way to just use platform behaviour and have the enemy chase the player too?

    pathfinding is not neccesary, it will just take CPU power and it reacts very slowly...

    here you go...very basic, i hope you can add more... like jump and more...

  • mmm yeah it seems quite weird in fact, have you tested this before r166, did it happened with r165??

  • Ldk Sorry i can't seem to solve this issue. Neither for the AI part. Been messing around the codes but seemed to be stuck.

    Looks like it's easier to make a shooter game than a melee fighting game thou.

    why are you using pathfiding instead of platform behaviour??

  • ASHLEY said that he found what could be wrong... and that hes going to fix it in the next beta

    it was really frustrating when i notice it, i thought it was an error in my code... thankfully not, i was scared XD

  • OK, I think another thing that might have changed is the order triggers fire in event includes. Previously it triggered on includes first then the main sheet, but I accidentally changed it to main sheet first then includes. This would probably have unpredictable effects on existing projects. I'll fix that for the next beta and hopefully everything will be back to normal.

    THANKS A LOT!! ASHLEY =) as always very efficient and patien with your costumer, im glad i choose C2 thanks!!!

  • This thread contains no .capx files so is basically no help to us for fixing any problem there might be.

    Ashley

    The only thing I can think of is r166 might change the way event sheet includes placed in disabled event groups work. Is everyone affected using includes in groups and sometimes disabling the group?

    i tried to replicate my problem but my project is 1500 events long and since i dont really know whats not working (becuase a lot is not working) i cant replicate it in the free version and i donwgraded my steam personal version becuase if you guys pass to non beta version, i cant go back anymore to 163 (where the problem does not happen)

    i tried to replicate it but it seems to only happen with more complex event sheets.

    i can provide you with my .capx but understand that it cant be released publicly since it has art already... so i will trust it only to you... just tell me the way to send it to you...

    i will mark my biggest problem with a bookmark so you can find it easily

  • Lunatrap I'm having the exact opposite issue now. Event sheets aren't triggering at all at the start of a layout. I've gone back to 165 and everything is fine. But with r166, my character was spawning in the middle of the air despite the code being there for him to spawn in a very specific area. And the camera code was being completely ignored until seconds after the preview booted up.

    Hopefully the events issue gets resolved quickly.

    thanks a lot for the info im glad that im not the only one, it seems that whatever is broken its creating all kinds of effects , yes i too hope this gets fixed.

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  • in case that a .capx is needed i will give it to ashley since the game is alreadyy quite advance and it already has some art, therefore you can understand that i cant realease it plublicly

    thanks for you repply

    please ashley, i need support here... this is not a coding error i can confirm that everything was working well before, i have the Steam Personal version and now i cant go back to the r165 now i cant continue with my project anymore since oping out of betas it downloads r163 but my project wont open with r163, unless i use a version of my project 2 month old wich i used to confirm that in r163 was working well... and before the update i was using r165 and everything was running well, when C2 crashed , i closed C2, so then steam updated it to r166 when i ran C2 again and opened the project again nothing was working...

    another test im going to do is to test my project in my BF's and my sister's laptops if the problem persist then hardware or drivers is not a factor...

    (update) i tried downloading the free version of r165 and tested my most recent backup project (3hrs before my c2 was updated to r166) and with r165... everything is working perfect, so i can confirm that is not a coding error

  • My project is triggering events twice... for example i have a menu that opens when the key "esc" is hited, but now it triggers twice and it opens the menu, but it closes it immediately becuase it triggers twice, same goes for menus where you use the arrows to choose, i have a instance variable as selection so when i hit up arrow it adds +1 to such instace variable, so it functions as a selection number so i can move in the menus with the arrows by selecting the options, a alternative to using the mouse to click such option... when i hit up, it skips 1 option, so when i trigger to add+1 to the variable, its doing it twice adding +2... something with the new system of triggers is broken.... everything was working well before in the r165

    another user is having problems as well here

    Affected Browsers

    • Chrome: (YES)
    • Node Webkit: (YES)

    Operating System and Service Pack

    Windows 8 SP1

    Construct 2 Version ID

    Problem is present in:

    r166

    Not present in:

    r165

    r163

  • My project also is suffering for some reason the keyboard is registrering twice in the same tick and now my menus dont open... because when i hit escape to open the menu... it closes immediately becuase it triggering twice the same goes for menus where you use the arrows to choose... when i hit up, it skips 1 option... something with the new system of triggers is broken.... everything was working well before

    (from the release notes)

    Performance

    Some further event engine optimisations, particularly aimed at making triggers faster to fire

    something must be broken...

  • Well, I won't pretend that I understand the math neither

    In your case, since you want a full circle divided into 12 frames the expression that works is the following: int(12*(1+Archer.a/360)+0.5)%12

    Here is an example, I added some movement and arrow firing functionality just for fun. What interests you are the the 2 first events.

    http://www.eli0s.com/Tests/LunatrapArcherExample.capx

    I hope that helps!

    i really appreciate it

  • There is a much simpler (with fewer events) way to do this, although I don't know if it's less CPU intensive.

    Unfortunately, I don't remember where I found this example, so I can't give credit to the original creator. I think what he or she manages with 2 events is simply brilliant!!!

    Here is the example, almost as I had found it, I believe I'd striped it some point and click movement functionality and kept only the angle related math.

    http://www.eli0s.com/Tests/AngleSimple.capx

    And here is my adaptation on a tower that uses the sprite's frame number (instead of animations) as a variable in order to change the visual result.

    http://www.eli0s.com/Tests/AngleTower.capx

    it looks very easy

    can you tell me this string "int(32*(1+tower.a/180)+0.5)%33"

    i tried to toy around with it... but math is not my strong side

    i understand that you convert the angle variable "a" and change it to a integer to "dir" that matches your number of animations so you can call the animation just using "dir"

    very impressive... im very good at understanding logic

    but math just kills me

    SO can you please tell me how would you chage that 32 that returns int(32*(1+tower.a/180)+0.5)%33 expression

    to the 12 angles that i need?? instead of 32

    and instead of 180º to 360º as you saw in my example... if you help me i will appreciate it and definitely will give you the credit in my game

    thanks!!!

  • There is a much simpler (with fewer events) way to do this, although I don't know if it's less CPU intensive.

    Unfortunately, I don't remember where I found this example, so I can't give credit to the original creator. I think what he or she manages with 2 events is simply brilliant!!!

    Here is the example, almost as I had found it, I believe I'd striped it some point and click movement functionality and kept only the angle related math.

    http://www.eli0s.com/Tests/AngleSimple.capx

    And here is my adaptation on a tower that uses the sprite's frame number (instead of animations) as a variable in order to change the visual result.

    http://www.eli0s.com/Tests/AngleTower.capx

    O: WOW i will check it out