Lunatrap's Forum Posts

  • <img src="https://www.dropbox.com/s/ovfk8qeircpjqv4/Untitled-1.jpg" border="0" />

    this is the error i get

    dropbox.com/s/ovfk8qeircpjqv4/Untitled-1.jpg

  • im trying to open the autosave file with C2 :(

  • <img src="smileys/smiley19.gif" border="0" align="middle" /> my autosave does not work... i have my .capx.autosave) but it gives me an error when i try to open it :( can someone tell me how it works?? thanks!! <img src="smileys/smiley2.gif" border="0" align="middle" />

  • thanks!! i will give you credit when i launch my game :D

  • Well... I am working in a project, we will launch a kickstarter's campaing in january...

    We want make a Wii u version, but i don't know nothing about the step we need take...

    HELP! Dx

    It looks like we need to have patience and wait for ahsley to implament it... no webgl support sadly :(

  • Hey,

    So I feel really dumb. I've scoured the forum, looked at capx's and done everything I can think of. I can get my monsters to do everything I need. Use line of sight, path finding, use bullet behavior all when and as I want them to. I just can't get the monster sprites, not the player, to stop rotating. They are rotating and moving toward Player.X and Player.Y. rotating toward the player as the player changes position. I've been putting off asking for help figuring I would just figure it out or stumble across the answer for the past week. Now after 3 hours of adding and messing with behaviors and conditions I'm whooped. I'm sure it's something simple?

    Please help. Love the tilemap update.

    Thanks.

    d.

    can you explain better what are you triying to do??

    how its your game?? platforming or 8 direction top view game?? i will se how i can help :)

  • Why not have groups on separate event sheets and then just include them in level sheets?

    thats a good option, i guess i need to adapt... its annoying even then.. thanks! i think they should had the option to disable it.. :/

  • hi guys.. since i update C2 something weird and its really breaking my game for order purposes!!

    Before i did groups to keep my events in order..

    for example

    i had a group called "Player control"

    and then i copied this group in every event sheet easily

    i cant not use 1 event sheet for all the layouts becuase it would become a mess.. so i copied the commom groups of events like player control, ladders control, laser fire control, etc...and it worked, i had 1 copy of all the needed groups in every event sheet. But now!!! if i copied the group it asks me for a different name!!! WHAT???! so now group's names are global?? before where just local to the event sheet, like you cant have 2 groups named the same in the same event shee, but now is in the whole project?? why?? why change this?? i cant change the name for every layout for a commom group that i need in all the layoyts?? im doing something wrong?? its a new change?? becuase this did not happened before, now arranging the events becomes way more complex and conversome becuase of this unnnecesary change??

    can someone explain this to me?? i looked for a settings in all of C2 to see if i changed something in the program itself...but bothing!! :(

  • But then what im supposed to do?? any tips?? im planing on doing a game on 1080p with nice visuals, but the VRAM seems to run out very quickly!!! im doing all i can to optimize it, but even then... is C2 really capable to doing a big game or its just for mobile kind of games??

    another question.. when the layout its changed, what memory was being used in the GPU is emptied?? and then the next layout will be loaded into the gpu�� becuase if that the case, i can just do my game build with lost of layouts and in that way the gpu wont have to load big layouts so i can have good graphics...and smooth 60fps gameplay

    im recycling instances and all those performance tips you see in the forums... any more you can give me?? thanks!

  • It only attempts to estimate the peak memory use of the images in the project. (This is the memory use of images on whichever layout has the biggest memory use requirement, plus some estimated overhead).thanks for the repplies, ashley i have read your tutorial on how to not waste memory, and what i understood is that the GPU loads only whats on the screen?? so if i have a gpu with 512mb i must be sure not to render 300+/-mb of memory on objects at a time on the screen right?

    my game its for desktop so i need to consider a max requirement. even tho almost all pcs now have at least 1gb of VRAM im aiming at 512 as maximum.

    thanks!! :)

  • What does memory use means? i mean the number next to Aprox download and event counter number in construct..

    is it memory used by the GPU?? or memory used by the RAM??

    thanks for your help!! :)

  • Hi!!! i hope you are doing fine :)

    i have a question, is there possible way of making an update system for a game made in construct?? let me explain more...

    a way to give the customer updates for the game, in order for us to fix any bug ,glicth ,error ,crash, etc... i would hate to have a gamebreaking bug go undiscovered by debugging process, i will beggub my game very strongly, im going to dedicate 1 or 2 months to this and i will hire a group of persons to help me to playtest the game, but, even with a lot of testing its very hard to not have a bug or two that went undiscovered, so i will like a system to fix such bugs in the form of a update system, i know i just need to put a new version of the game for the user to download, but what would happen with the user's save states and achievments?? i assume they will get reseted...

    so, any idea if a update system that keeps save data its possible?

    any tips?? thanks in advance :D

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  • I think you should use your family, it can handle all instances as all objects, unfortunately it doesn't have feature in free version, you should make separated events each object.

    =) i will try thanks, dont worry i have the personal version :)

  • Both your images are private, nobody else can view them.

    If you look at the LOS example that ships with C2 you can see how the cone works. There are lots of objects and only those within a certain angle of the direction the player is facing in get lit up.

    thanks, sorry for the images, i have fixed them hopefully. <img src="smileys/smiley9.gif" border="0" align="middle" />

    another thing ashley, how is the wiiU exporter with nintendoframework is going?? :) my boyfriend is a big fan of nintendo and he would love to make a game for wiiU, thanks!!! :)

    Tobye

    really?? only the origin?? i does not work using the hitbox?? <img src="smileys/smiley3.gif" border="0" align="middle" />

  • So, i have a question about LOS behaviour, i dont understand how the cone of view works, does the angle goes from the instance angle and then goes up?? this is an image in case you dont understand what i mean

    dropbox.com/s/nj981x8q53kbjky/LOS%201.png

    or the angle its just the amount of opening that the cone of view will have?? like this...

    dropbox.com/s/1ka09vlak49zcs8/LOS%202.png

    one more thing about, i think that LOS should have a way of telling the amount of the angle, like the cone of spread in the particle behaviour...in that one its very easy to see the cone becuase it drawns the cone in 2 red lines, i must say i like the fact that its has obstacle mechanic, thats awesome, it has a lot of potencial...

    thanks for your repplies and in case you know how to make it less cumbersome tell me please :)