Mike at BrashMonkey's Forum Posts

  • Thanks again dop2000 and Jase00,

    I do use several add-ons, but I'm 100 percent sure it's the same add-ons and they've not been changed for well over a year. When I installed them in the other browser and computer it was from the same exact source for them (a folder on my hard drive) that I've always used to re-install the plug-ins when necessary (new computers, cleared browser cache, etc.)

    I almost never directly use containers, but I'm extensively using the Spriter (SCML) plug-in, and that automatically creates a container when you import a spriter file to create the spriter object and its associated sprites, so every time I updaste a spriter file, in a way, that container gets messed with.

    I'm going to keep looking into this for at least another day, also with the help of Spriter's programmer before I bother Ashley at Scirra with it.

    Of course I'll report back any info once I've done more careful tests etc.

    thanks agian!

  • dop2000 Thanks again!

    Here's th result of a cleared console as you suggested.

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  • dop2000 Thanks very much for the reply. I'm continuing to experiment and research today to try to learn more, and I'll report back here.

    I did find out I needed to expand the two top error messages in console and here's how that looks.

  • Hi everyone,

    Suddenly out of no-where I went to load my project up and I got the dreaded "Failed to open project. Check it is a valid Construct 3 single file."Z

    so I tried ton's of combinations of past builds of Construct and older saves of my game project going back months... still the same issue! I know for a fact all these versions used to load perfectly fine. I tried on a second computer, different browsers, etc.

    I pressed f12 and here's what the console reports:

    Does anyone have any ideas?

  • I read your post, and as I mentioned, I watched the video. So did the programmer of the Spriter plug-in, and we both ended up with a totally different theory of what you're trying to make happen and what the problem might be.

    1- is it related to the character?

    2- if so, are you trying to make it have like a rag-doll death behavior?

    3- did you apply some kind of physics to the body part images or the bones of the sprites that the Spriter object is using?

    thanks.

  • For us to know if these are problems or bugs on the Spriter/Plug-in side, and not user error or an unwanted side effect from using other things not related with the Spriter object in an unintended way we need more information.

    - What are you trying to do?

    - How are you going about trying this?

    - What do you expect to happen?

    - What's happening instead?

    I think at a quick glance of a video that you've imported a Spriter made character, but you're simultaneously trying to apply a physics behavior to each body part sprite, or something like that. If this is what you're doing it's unintended use for a Spriter object. but I'm not positive that's what's going on.

    So I do think there needs to be a point where we draw a line and say "use the existing advanced customisation for that".

    Right now one built in feature breaks an other in the same behavior. (using vector y to fake a jump breaks jump sustain. To me, that line you mentioned should be determined with how long it would take to fix the unfortunate fact that two or more built in features do not working together well at all.

    Adding a force jump would solve this cleanly, but only you know how much work it would take to add this feature.

    But, I know you're very busy and won't nag and pout or put my project on hold over it. I'll do the hacky work-around using double jump for both double jump and for the coyote fix.

    As you stated already you want the official behavior altered because you consider doing it in events hacky.

    Wrong, I stated (factually) that one aspect of the official behavior breaks another, and I proposed a very simple solution. Ashley did not intend for two built in features to fight like this, nor, I'm sure does he want pointless argumentation in threads he's already personally addressing.

    I made a simple request, not a post asking for a philosophical and mostly semantical debate on whether or not my request was valid in the eyes of newt.

    It can be done in events.

    Nearly anything can, and all games can be done in Assembly, so why did Ashley make Construct and why did he give us behaviors? Construct and it's behaviors were made to offer people an easier way to get a lot of things done so they can spend more time on the creative side of things....

    Do you need help figuring out your complex platformer engine?

    No, but thanks for the offer.. As I've said, I could use the slightly hacky double use of double jump, as has been suggested, but I simply wanted to suggest a fix for the fact that right now, one built in feature breaks another. (using vector y to fake a jump causes jump sustain to not work at all during that faked jump).

    It could very well be that Ashley decides he needs to prioritize other things for a long time, or that this isn't worth him doing ever, at which point I'll use the slightly hacky method. That has nothing to do with my suggestion. It won't pause or halt my project if he doesn't fulfil my request, but I and I'm sure many others would appreciate one platformer behavior feature not breaking another.

    Why not add Sonic physics while we're at it?

    Hopefully I'm totally misunderstanding your post, but it seems like you're pretending I'm asking for a "make my game for me button" simply for wanting a extremely simple and sensible single feature be added to an existing behavior, which ton's of people think/assume already exists:

    See above in the thread how people asked; "You mean like the simulate input/jump action?"

    Right now Ashley already added the great jump sustain feature, and gave us "set vector Y" top allow us to trigger jumps whenever we want, BUT one breaks the other. I'm requesting and suggesting an incredibly simple, straight forward, and logical solution as far as I can tell.

    The whole reason there are 'Set vector X/Y' actions is advanced customisation like this. Why not use that?

    Because when you use set vector Y to simulate a jump, then Jump Sustain is completely non-existent/ignored for the full (and short) duration of this fake jump.

    That's why I want a real "trigger jump" which I can simply trigger whenever I want.

    Thanks for your time Ashley, and for the ever more awesome Construct!

    you can reset and enable/disable double jump dynamically, this is how I solve coyote time with the default jump sustain and simulate control action.

    I know, but this is the very hackyness I'm hoping I and all future Construct 3 users will be able to avoid.

    I'm working on a complex platformer engine and if I want to use the double-jump feature for an actual double jump feature, then I'm now forced to use it for both double jump under all real circumstances it should be possible, AND to compensate for this simple lacking feature to be able to trigger a legit jump whenever I want to in many events. This causes a lot of potential for confusion and bugs.

    This is the very reason I'm requesting a simple action, to trigger a jump when I want to in an event, and have it not ignore or break things like the pre-set jump sustain or jump strength, and most importantly, not require hacky double-use of the double-jump feature and settings.

    How would altering the behavior be less hacky than doing it in events?

    How is it ever a 'hack' to use an official event or feature? That's the opposite of hacky.

    The physics are well defined. A jump starts from a platform.

    A double jump is triggered differently. As in not on the ground.

    As in already jumping, or falling.

    A double jump is also a very well defined platformer game feature, and the feature was made for that specific purpose, this would be using it for a different purpose/feature, namely coyote time.

    So basically what you are asking for is simulate double jump.

    Wrong, What I'm asking for, is what I said, trigger a jump.. NOT a double jump... if it's your first jump, and it's in coyote time, how is that a "double" jump at all?

    No that's not hacky at all. /s

    Using a feature for not only multiple purposes simultaneously, but also for what it was not intended is nearly the very definition of hacky.

    So you mean simulate control : jump ?

    No, when you choose that it simply simulates the jump button being pressed, which does not trigger a jump if the player is in the air (unless double-jump is turned on).

    EDIT: No, the existing feature:"simulate input : jump" is not what I'm asking for and does not do what I'm requesting. That only simulates the jump BUTTON being pressed.

    Hi Scirra,

    I'd love the action to actually trigger a real jump whenever I want instead of "set vector Y" (to a negative number). or doing kinda hacky things with the double-jump feature which could easily cause bugs or 'code confusion', especially if the person making the game already is using or plans to use the built in double jump feature for its intended purpose.

    So why not Platform Object "Trigger Jump" and it would trigger a jump no matter what, with the actual jump sustain and jump height functionality all intact and functional and obeyed as they should be?

    Tagged:

  • Hi everyone,

    Sorry for the delay in replying. Edgar is still tied up with the next beta build of Spriter 2, but will make an update to the spriter plugin in the near future which will hopefully address these reported issues.