NEONN64's Forum Posts

  • Ok, I'm having a problem.

    Usually, after exporting a project with webkit I replace the ffmpegsumo.dll file on the resulting folder with the ffmpegsumo.dll file from Chorme. This way the video plugin works fine after exporting to .exe.

    But now, with Construct 163, after exporting with webkit and replacing ffmpegsumo.dll, the game crashes when attempting to run. (without replacing the file the game runs but the plugin doesn't work)

    I tried with the newest ffmpegsumo.dll and with and old one I've successfully used before. Same results.

    Then, I updated to Construct 164.2. and replaced the file, same results.

    Any advices?

    Thanks for reading.

  • I also support the idea of adding family inheritance.

    Sure, you can keep adding variables, conditions and copy/paste code in order to replace inheritance, but inheritance would be a lot more convenient.

    Families exist only as a convenient tool. Why not making them even more convenient ???

  • I use boolean variables for this. But I find it a bit inconvenient.

    I support the idea of adding a "is running" condition.

  • Picks

    An option in the debugger displaying an event number plus the results of he picked objects.

    This makes debugging the picking events a lot easier.

    Yes please.

    This would make my life a lot easier.

  • Yes, this really needs to happen.

    Some type of "selective solid" that acts as a solid for certain objects only.

    I haven't been able to find a working workaround for this.

  • get object scale does indeed feel like its missing, and there's an incredibly easy and obvious solution to the issue Ashley raises:

    GET OBJECT X SCALE

    GET OBJECT Y SCALE

    Most of the time, for most games objects are scaled uniformly in X and Y. Sacraficing the obviously useful and bizarely missing "get object scale" for the fact that people will scale x and y separately a minority of times seems very unnecessary to me.

    If you offer get x scale and gex y scale then the user can use EITHER one arbritrarily to retrieve their objects scale if he always sues the "scale object" action...which most people would do for most cases.

    Just what I was thinking.

  • I agree with all of these suggestions. Specially this one:

    -A display option for toggling the drawing of effects in the layout editor.

  • In a future project, I've been thinking about putting all the objects in a layout that is never shown to the user. That might be the best way to organize the objects and keep them out of your way.

    About two weeks ago I removed all of the stuff I had in the margins of all my layouts and placed them on an inaccessible layout I called "defaults". I recommend it. It helps you keep things clean and organized <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I really hope this happens.

  • +1 It's really annoying to not be able to do this yet, especially when working with layer, layout, overlay, and distortion effects.

    Yep, working with distortion effects is a pain <img src="smileys/smiley19.gif" border="0" align="middle" />

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  • When you turn on Enable WebGL to use effects, the effects are also applied to the layout editor on Construct.

    If you have distortion effects, the simple action of clicking on anything becomes a very difficult task.

    If you have the brightness effect set at 0 (I do, in order to have a fade in), your layout will be only a black rectangle.

    Basically, some effects make the layout editor unusable. Because of this, you have to turn the Enable WebGL feature off to edit layout and turn it on to test and export. This is very inconvenient, sometimes yo export your project only to discover that WebGL was off, so you have to turn it back on and then export again.

    It would be very useful to have an option to turn effects off from the editor.

    Thanks.

    Note: If such option already exists, please let me know where is it, I've been looking for it.

  • I support this suggestion. It would be really useful.

  • Thank you very much for the answers   <img src="smileys/smiley1.gif" border="0" align="middle" />

    I moved the "every X seconds" to a sub event and tested it. The results were the same, usually it worked well, but every now and then it would activate a charged attack instead of a regular attack.

    Then, I used a timer, that did the trick.

    This was the resulting code:

    <img src="http://imageshack.us/a/img541/4773/a3qu.jpg" border="0" />

    Once again, thank you ^_^

  • Hi, I've been using Construct for a while, but this is my first time posting on the forums. I guess you'll be seeing more of me in the future as I'll surely get stuck again at some point, but I hope to eventually get good enough to help others.

    <font size="5">Ok, this is the situation:</font>

    I've been working on a game, I have a character (the player) always carrying a melee weapon (separate sprites) pointing upwards (0 degrees).

    When pressing "c" on the keyboard the weapon is tilted back -30 degrees and then it rotates 210 degrees (180 + the 30 it tilted in the begin).

    If the c key is hold for a certain amount of time and then released, the weapon will rotate 390 degrees (360 + the 30 it tilted in the begin)and will be a little faster. Something similar to the "spin attack" in Zelda games.

    The longer you hold c the stronger the attack will be, there are 3 levels of charge (these levels are not relevant for the current problem).

    <font size="5">To do all this, the player's sprite has 2 variables:</font>

    1) charge_lvl:It goes from 0 to 3, the default value is 0 representing a regular 210 degrees attack, from 1 to 3 is a charged 390 degree attack. For the issue at hand there is no difference between 1 to 3 values, it only matters if it is 0 or greater than 0.

    2) lock: It goes from 0 to 1. Default is 0. When the attack "animation" starts I set it to 1, when it ends I set it back to 0. An attack can be performed only when the value is 0, this is to prevent the player to interrupt the attack's animation by pressing c repeatedly.

    I do the attack's "animation" by rotating the weapon 30 degrees, waiting a fraction of a second(0.03 or 0.02), rotating another 30 degrees and so on until the 210 or 390 degrees are completed. At the end of each attack there is a little extra waiting time (0.5 seconds).

    <font size="5">There are 3 events:</font>

    1) c is pressed: This tilts the weapon -30 degrees.

    2) c is down: every X seconds the value of charge_lvl is increased.

    2) c is released: this is divided in 2 sub events: When charge_lvl is 0 and when it is greater than 0. In both cases the attack's "animation" is activated, the only difference is that when charge_lvl is greater than 0 it has additional rotation steps in order to complete the total 390 degree rotation, also, each step in the "animation" is faster (the waits are shorter).

    Ok, that is the way I'm working, now, the actual problem:

    Sometimes when pressing c without holding it does the charged attack(390 degrees) instead of the regular attack (210 degrees). This happens occasionally, try it a few times to see.

    I don't really know where is my error, but I have the feeling it has something to do with the "wait X seconds" condition.

    In my actual game there are enemies, sound effects, visual effects etc, to make sure none of these things had anything to do with my problem I recreated the basics elements associated with the problem into another very basic project. The results were the same so I guess there is a problem with my logic or my understanding of some event.

    (Also, I've tried with Firefox, Chrome and IE, same results)

    So, I'm asking for help to find out a solution to the problem.

    The .capx can be downloaded here:

    mediafire.com/download/67fmqlm7lpmzyj8/temp1.capx

    And these are some images of the project.

    <img src="http://imageshack.us/a/img201/82/o1ed.jpg" border="0" />

    <img src="http://imageshack.us/a/img24/2273/ipjb.jpg" border="0" />

    <img src="http://imageshack.us/a/img833/2126/5lkx.jpg" border="0" />

    Notes:

    * The number on screen is the current value of the charge_lvl variable I added it for debugging purposes.

    * The wait every X seconds sentence is set to high value (9 seconds) in order to make sure that said amount of time is NOT passing end therefore it shouldn't be activating the charged attack.

    Thanks in advance ^_^