nimos100's Forum Posts

  • in my case i've tried to just copy a dropped file to an already created folder and it didn't work (same for moving). It may be an authorization problem or something like that.

    I've tried it with a slash at the end of the destination path. The original file path is just NWjs.DroppedFile

    Should probably have written it a bit more clear In the first reply, but what I meant was that you have to include the filename in the destination path so it look like this. Here are 3 simple examples.

    You can change the destination filename (B.rtf) to whatever you like. In this case I just made it B rather than A.

  • Hello!

    I am trying to move or copy files through Nw.js's On file Dropped event but it just isn't working for some reason.

    I can rename files, see the name of the dropped files, and write files, but something is stopping the move and copy actions from working.

    Here's a screenshot:

    I am running construct 2 as administrator, I tried exporting the project and running it as administrator and that did not work either.

    There has to be something I'm missing here!

    Thank you in advance for any help

    Pretty sure (However might be wrong as I have to check) but you need to add the filename of the file you copy.

  • I'm trying to make roguelike dungeon crawler, but i'm having some issues with enemy movement. Sometimes all enemies are triggered by this movement event, even if i'm picking enemy by using distance calculation. I also tried with Line of Sight behavior, but same thing is happening. Also i'm trying to make enemy follow, me even if i have changed my position, but they are still going to the first position, where i was a seconds ago. I think i'm very close to the desired result, but i guess i'm missing something.

    Please run this capx and you will see it. I'm using Roguelike plugin, so to open this project you must download it from here: roguelike-plugin-c2-rot-js-interface_t118452

    CAPX: https://dl.dropboxusercontent.com/u/561 ... ngeon.capx

    Haven't tried the roguelike plugin but looks interesting. However from reading the information about it. My guess is that as the player moves you have to update the path finding (He refer to it as the map cell based path) which allows you to calculate a path from one coordinate to another coordinate on the map.

    That the line of sight and distance picking is not working, I would try to double check it and test that your picking is actually working as it is suppose to.

  • I recently found out that C2 only has one obstacle map for all the pathfinding behaviors on the layout, meaning you can't have two different objects avoiding different types of obstacles. No problem, I thought, maybe I can jerry-rig some workarounds using other behaviors, path cost, etc.

    Anyway, everything is working well enough, it's just that it took more work than I expected, and I think I lucked out because my project isn't very complex at all. All the hassle could've been avoided easily if only I'd had just one more obstacle map, so obviously I was wondering, how system-intensive would it be for the Pathfinding behavior to have 2-3 obstacle maps to choose from?

    Every object having its own personal map sounds taxing, but what I had in mind was maybe an extra parameter in the behavior, a drop-down menu where you can select "Map 1", "Map 2", "Map 3", etc. This way you can at least have different groups of objects avoiding different obstacles. Or is having even 2 maps too intensive?

    Its a known (Scirra knows) limitation or design flaw with the obstacle map and from what I know, from former discussions about it. It is not something that will be fixed in C2 due to it being some very core changes that need to be made with how it works. However I would be surprised if C3 doesn't solve this issue, as im pretty sure Scirra knows its not really working optimal at the moment. Which is of little help now, but at least it should be fixed at some point.

    From dealing with this problem my self as many others have, I don't think there are any workarounds for it.

  • > On variable changed trigger

    >

    > On variable changed - Trigger whenever the chosen variable changes value.

    >

    Triggers. Hope you can explain that to beginners (and to me). Triggers are tricky when displaced in time, order or depth.

    What you propose is worse, it is a beast that has to be caged behind several doors, behind so many exceptions ... that it cant be used.

    Say, i do this.

    Global variable 'a'

    Instance variable 'b'

    On variable changed 'a'

    ...... set Instance variable 'b' to random(0,101)

    On variable changed 'b'

    ...... set global variable 'a' to random(b,a)

    On object clicked

    ...... add 1 to Instance variable 'b'

    Not sure what you mean that it would be bad?

    You would be able to make infinite loops if I understand your examples correct. But that is no different than how programming is already and you would be able to do it even without this functionality. So as with any loops or code that could potentially end up looping, you would have to be aware of this or did I misunderstand what you mean the problem is?

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  • On variable changed trigger

    This is just a suggestion of a feature that I think might be pretty handy.

    At the moment you can check a variable against varies values by manually adding these. However think it would be very useful if you had the possibility to create an event condition that would trigger whenever a specific variable changes.

    It could work with both global and object variables so when you add the trigger, you get a drop down list where you can select which variable you want the event to monitor for changes.

    Conditions:

    On variable changed - Trigger whenever the chosen variable changes value.

  • Tilemap Set/Get rotation state

    You can set the desired rotation state of tiles in a tilemap. However there is from what I can see no way to receive this rotation.

    This causes problems when you switch one tile with another and want to keep the rotation of the original tile.

    So a nice addition would be to get maybe a numeric value indicating which rotational state a tile is in. Could be a 0 based index, that way it would make it easier to set a new state for a tile during runtime.

    Action:

    Get tile state - Returns an index telling which state is currently active.

    Set tile state - The ability to pass an index to a tile at a given tile position and tell it to change state.

  • After I upgraded to r240 or at least I think it might be due to that, im experience some weird sound problems, where my headset starts to make white noise. The reason I suspect its might be something with C2, is because It only happens if I have a C2 program running (like a preview project for instant) and I switch to it in the task manager.

    The headset can still play other music however there is this loud white noise constantly. Besides restarting the computer, I found out that through my sound software do a testing of different type of speaker system I would like to use. basically it just let me test for stereo, surround etc. However I only have a headset so, I don't use other speakers. The interesting thing (Well for me ) is that when I tell it to for instant test surround or dolby it tells me that the device is currently being used by another program and then I can force it to do it anyway and after that the white noise goes away and everything is fine again. However as I said it only happen after I switch to a C2 program.

    Since its not really easy to test or even reproduce as it only happens sometimes, I was wondering if anyone have experienced the same? and if anything major have been changed in audio system for C2, because I didn't have this problem in r237, I think the last build was that I used.

    Anyway know its a long shot, but you never know.

    Merry Christmas

  • Thanks, should be fixed in the next build. The workaround is just to turn off rotation in the 8 direction behavior - it's trying to rotate 9 patch which is not a rotatable object.

    I see, thanks for that

  • Hi,

    I've been stuck on this for over a week any help would be soooo welcome!

    I have a 'menu page' which shows the levels, only level 1 is unlocked at the start.

    When the player wins level 1, I set 'lvl2 unlocked and make the lvl2 button visible' this is perfect as the player can now select level 2.

    But because on level 1 I have added "reset global variables" (I have to do this as that level takes turns between the player and computer) it resets the global and if the player plays level 1 again (even if they have completed it) the global gets reset and if they die or use the 'menu page button' the lvl2 button is invisible again.

    I've tried sooo many different ways from saving to local variables, really what I need is a way to do this on the menu page:

    If lvl2 button visible then permanently change global to 1 from 0, then when the player goes back to lvl and all global are reset, the global that I want is reset to 1, which keeps the lvl2 button visible.

    I thought 'set global' would have set it permanently?

    Is this possible or is there another way that I'm missing?

    Thank you.

    If you use "reset global variables" it does exactly that and will reset all of them to their default values. What you can do instead if you rely on these global variables for switching between player and computer turn, is to make a "Sprite controller". Basically this is just a normal sprite that you add to your project, make it something like 16x16 pixel so it doesn't use any resources and you could name it something like "Level controller" so you know what it is.

    The only purpose of this sprite is to hold variables. So you simply add whatever you need to it that is related to switching and keeping track of levels. You then turn it into a global object in the "Properties" menu and that way you will have access to it through out all your layouts.

    "Reset global variables" doesn't reset these variables.

  • It appears that there's a bug in the Browser object and a temporary solution can be found in this bug report.

    Thanks for that, I haven't tried it as its not crucial at the moment if the scripts are minified, but its always nice to have things working if you expect them to and hopefully a more permanent solution will be found soon.

    But thought it could have been something I had screwed up, but seeing that others are reporting the same problem im pretty sure its a more general issue.

  • Maybe is related to your environment variable for JAVA HOME in your system. Take a look a it and change it to your x64 environment path if is not.

    Sorry for my english D:

    Thanks for the advice and I tried it, however made no difference. Still give the same error as before

  • When I tried to export a project with NWjs I keep getting a message saying I need a 64 bit Java version 8+, so I went to install it.

    However I keep getting the message that it can't minify scripts. I have verified that Java is installed (version 1.8.0_111) but still it keep giving me the error.

    Anyone know why or how to get it working?

    Read an old post regarding the same problem that said you should delete a "JRE" folder from C:\Windows which would solve the problem. However I have no folder with that name.

    I use r240 with NWjs 0.19.2, if that matters.

    I haven't had any problems with minify scripts before so guess it might be something that have occurred with updating to r240, but not sure.

  • Chances are just adding For each coin will fix it.

    This should solve you problem

    Or you can use a Pick nearest/Furthest or Pick top/bottom to only select 1 if that is what you need

  • Problem Description

    When the 8-direction movement is used with the 9-Patch, the patch will disappear if its partly moved outside layout. However it seems that the movement is actually working correctly.

    Holding the left mouse button will cause the 9 patch to move left, which works fine.

    Placing the 9 patch partly outside the layout. Wont work.

    Running the project in debug mode.

    After pressing the mouse button to make it move, the X,Y is roughly the same, however the 9 Patch have disappeared.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/109 ... h_bug.capx

    Description of Capx

    When left mouse button is held it will simulate a left 8 direction movement for the 9patch.

    Steps to Reproduce Bug

    1. Place the 9 patch partly outside layout

    2. Press left mouse button.

    Affected Browsers

    Tested in NWjs

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    r240