Nitro187's Forum Posts

  • Zero problems here, I'm also running 64bit. I'll try on a 32bit machine and report back.

  • How to reproduce:

    Open any project, go to File, then Export project, select HTML5 website (I have tried that one, as well as the WiiU exporter only), then click Next, and then Next again.

    At this point, you can either click "Export" or press "Enter"... immediately after this screen closes, press "Enter". The progress bar for exporting disappears, and nothing is visible... which makes the program appear to hang. Sometimes the export finishes, but sometimes it stays in an infinite loop. (I left it over night once... on an export that usually takes 20-30 seconds)

    This is bad for many reasons... sometimes when you export, you just want to go to the next steps fast by pressing enter 5 or 6 times to get through the steps... but if you press enter too many times... you have to pray that it exports fine. I'm sure this is an easy fix... I'm guessing it has something to do with the events in the progress bar window that comes up.

    Thanks!

    PS. Happens on at least as far back as r159 till the latest beta

  • The changes from version 1 that I couldn't think of doing after some beer and the hour of midnight were to transfer the speed values between the behaviors. Now works a treat! <img src="smileys/smiley1.gif" border="0" align="middle" />

    Ed

    PS I just saw the bug report - there might not be a need for it as it might be deliberate and it's easily managed....

    Wow... dude... amazing. This is exactly what I want and need. Thank you so much!! :D Beer eh? I owe you one on me! :D

    As for the bug report, you could be right, I just figured maybe they should know about it, in case it's not.   Thanks again so much! :)

  • Bug .CAPX

    Attached is the bug... not a big one either... but it's huge for me.

    When you disable 8-direction behavior, and then re-enable it at a later time, it retains the last speed, and acceleration... with no way to fix it... I've tried everything.

    As you can see, once you go above 190 pixels from the top of the layout, the player enters a gravity zone... to which it applies a bullet behavior. once the player falls back into a gravity free zone, he should come to a stop, rather than retain it's old memory of going upwards, which then causes the player to jump back into the gravity zone.

    Thanks!

  • Anyone?

  • Hopefully you, or someone else can come up with a solution. :) It's late.. I probably should go to bed. Here's hoping that there is an answer in the morning! :D

  • ot really a fix but certainly a work-around. Just my 2 pence...

    Thanks for the effort, but it just doesn't seem as fluid as it should this way. Also to note, that it's not acting like an object would if it were to jump... almost seems like it hits a wall, then fall straight down.

    I don't know what else I can do though. :(

  • The problem is, the angle of the player changes after I'm done making the player a bullet. Hard to explain, so just check out the example... you'll see what I mean.

    Capx file

    If you go up, you'll see the 'player' jump into the gravity zone... once it's in there, it falls back into the gravity free zone... upon re-entry, it decides "I'm going to look back up" instead of continuing to face down.

    I've left the "angle" code out, mainly to keep it simple... no matter what I have tried, it does the same behavior.

    Any ideas?

  • I'm trying to change my player character from a bullet to an 8 direction behavior... only problem is, it 'remembers' the angle I had going into the bullet, and puts it back when I disable the bullet behavior... which makes it look ridiculous.

    So what I did, was before re-enabling the 8-direction, I put:

    Player : Set Angle -> Player.Bullet.AngleOfMotion

    Yet that does nothing, and continues to act wierd. What am I doing wrong?

    Thanks guys.

  • I tried the nth instance, as well as a few more things.... for example, changing the order to this:

    System Every Tick

         System For "" from 0 to 3

              Gamepad : On Gamepad loopindex button A pressed

                   Pick Player where Player.Player = loopindex+1

                        Do event

    As well as a few more combinations of things... STILL not working.

    I'm almost POSITIVE this is a bug in Construct2 now.

  • The more I think about it, the more I want to say it's the order I have it.... thinking maybe Construct only works if you have it in this order:

    On Gamepad event -> Get player instance -> Do event

    But if that's the case, then I would still require 4 times the events, which leaves me back to where I am now.   So frustrated.

    I'll try the 'nth' instance in a bit and let you know.... I wish I could post my capx, or even a snippet... but I'm under an NDA, and can't show parts of the plugin that I'm using unfortunately.

  • I tried Pick by Evaluate, as well as Pick by comparison.... both do the exact same thing as what mine did..... directions work, buttons do not.

    Extremely strange....

    Any other ideas?

  • My expression was actually "Compare instance variable" and not set value.

    I'll try your method and report back, thanks.

  • So here goes... I have 4 players in my game... and rather than doing the same exact events for all of them, I decided to do a "for" loop to get everything done in one... which I have done for mostly everything in my game.... however... here is my situation:

    My Player is setup with an instance called "Player" to which 1 - 4 is labeled just that... 1, 2, 3 and 4. My gamepads, being listed from 0 - 3 however (0 being the first) I need to change my for statement a bit, so this is what I have:

    System: For "" from 0 to 3

         Player: Player = loopindex +1 //Gets the proper instance

              Gamepad: Gamepad loopindex D-pad up is down

                  ?Do something

    Directional seems to work just fine for the most part.... But if I try this with buttons:

    System: For "" from 0 to 3

         Player: Player = loopindex +1 //Gets the proper instance

              Gamepad: Gamepad loopindex Button A is down

                  ?Do something

    It doesn't seem to work... or is sparatic, and very un-predictable... completely useless... or just skips over it. What am I doing wrong?

    If I spread it out (not in a "for" loop) it works flawlessly:

         Player: Player = 1 //Gets the proper instance

              Gamepad: Gamepad 0 Button A is down

                  ?Do something

         Player: Player = 2 //Gets the proper instance

              Gamepad: Gamepad 1 Button A is down

                  ?Do something

         Player: Player = 3 //Gets the proper instance

              Gamepad: Gamepad 2 Button A is down

                  ?Do something

         Player: Player = 4 //Gets the proper instance

              Gamepad: Gamepad 3 Button A is down

                  ?Do something

    I've fiddled with this now for two days... and rather than having an extra 300 events in my game, I would rather keep it down to 75 with the "for" loop for my inputs.

    Any help?

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  • Yeah, working with only two players can use this method, but I have 8 players, which this technique would not work for. Any other ideas?