MoscowModder's Forum Posts

  • I am trying to animate an in-depth cutscene for a game, which involves multiple characters moving and interacting. This will require characters to change their playing animation several times during the cutscene.

    Is it possible to change a sprite's playing animation during a timeline? Or is that something I will have to set up manually using triggers?

    Tagged:

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  • Also, a related question - is it possible to get the width and height of the viewport from within JS? This would be analogous to OriginalWindowWidth and OriginalWindowHeight in event sheets.

  • Is there a way to call the System action "Set layout scale" from the JS API? Or will I have to make a function in an event sheet and use runtime.callFunction() to do it?

  • Yeah, I can do that. I was just hoping there would be a more direct fix instead of just trying to kludge my way around it.

  • I have an object called Platform (which has, you guessed it, the Platform property). If some conditions are met, I destroy this object in its On created event.

    In the On start of layout event, I save the game using the built-in save method. When I do so, the game immediately locks up and I get the following error in the console:

    instance.js:8
    Uncaught (in promise) TypeError: this._wasOverJumpthru.GetUID is not a function
     at PlatformInstance.SaveToJson (instance.js:8)
     at BehaviorInstance.SaveToJson (behaviorInstance.js:3)
     at Instance.SaveToJson (instance.js:20)
     at objectClass.js:27
     at Array.map (<anonymous>)
     at ObjectClass._SaveToJson (objectClass.js:27)
     at C3Runtime._SaveToJsonString (runtime.js:88)
     at C3Runtime._DoSaveToSlot (runtime.js:85)
     at C3Runtime._HandleSaveOrLoad (runtime.js:82)
     at C3Runtime.Tick (runtime.js:61)
    

    Is the game trying to save that instance I just destroyed? How can I prevent it from doing so?

  • Ah, that's my problem. I had the text and the masks on different layers. I was using the built-in scroll feature to scroll down the menu "naturally", but I adjusted it to just move the text items up and down like your example.

    Thanks for your help!

  • That doesn't seem to be working either. I've tried every combination of Force Own Texture on and off on the different layers, and either the mask sprites appear black (masking everything above and below) or they don't appear at all.

    Could I see the CAPX behind that example?

  • Okay, I tried that, but now that mask object is covering up both the background underneath the text and the non-scrolling stuff at the top (the words "Back" and "Normal").

  • My situation: I want to have a list of text/images to appear inside of a non-moving box in the background.

    My setup: The background box is on its own layer with Force Own Texture enabled, and parallax set to 0,0. The list of items is on another layer with blend mode set to Source Atop (for the entire layer, not each individual item). The list's layer has parallax set to 100,100.

    Picture:

    As you can see, the "Chapter 1" and "Chapter 6" rows are still visible even though they are outside of the box. How do I get them to only draw on top of the box?

    The aforementioned Carnage in Space: Ignition is now also available on Steam. I'd appreciate it if you could add it to the Steam section of the list also:

    store.steampowered.com/app/748650/Carnage_in_Space_Ignition

  • I've been using the Steam4C2 plugin in my Steam game, and I've been told that I don't need to use a plugin in order to use Steam Cloud. How do I set that up, though? I've heard that there is a tutorial for it, but I can't find it.

    I've heard that the basic LocalStorage won't do the trick and I'll have to use the NWJS file features... but I really don't want to make my users pick their save data file manually.

    How do I get this to work seamlessly?

  • Well, this is strange. In both the demo I sent you and my new work-in-progress, the bug is fixed. But in my completed, already-released game (with the same 'engine'), the bug is still present.

    I don't suppose there's any reason the preview & export function might fail to publish the most up-to-date code? I tried clearing my Firefox cache before running the preview to be sure.

    If you could possibly figure out the cause of the same behavior in this stripped-down version of my existing game, that would be awesome.

    Instructions for reproducing the bug are on-screen.

    Still-broken demo

    Regardless, thanks a lot for at least fixing the problem in my new game!

  • Awesome! I'll be looking forward to that update!

  • Thanks for putting that together! I've made a bug report with it attached and am waiting for an official answer. In the meantime, I guess I should consider refactoring a lot of things to avoid the physics behavior.

  • Problem Description

    As stated in this general thread, physics objects will sometimes freeze after I save and load a save state.

    In my own game, the conditions leading to this bug seem to be more complicated, but in the minimal demos provided, the bug will happen most of the time if the physics object has the "No save" behavior.

    After a save state has been saved and loaded, any physics objects (including newly-created ones) will not move at all. After a seemingly-random amount of time, physics will resume and all objects will start moving as expected.

    Attach a Capx

    Physics Freeze Bug3.capx

    Description of Capx

    There are three buttons: "Blood" will make a spray of physics-enabled sprites that fly off in random directions. "Save" will save the game's state. "Load" will load the above state.

    Steps to Reproduce Bug

    • Press the Blood button at least once
    • Press Save
    • Press Load
    • Press Blood several times.

    Observed Result

    Most of the time, the particles will be stuck in place for a while before they all start moving at once.

    Results may be inconsistent so the process may have to be repeated.

    Expected Result

    The particles will begin flying off as soon as they are created, as they did before Save/Load were pressed for the first time.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    Release 252 (64-bit)