Paradox's Forum Posts

  • It acts like you hit the close button, because I did have something open, and it asked if I wanted to save first.

    It almost seems like that's what it's supposed to do, like a hidden feature.

  • Also remember why we beta. Ashley is adding features and fixing bugs, as we all wish him to do. He is not, however, using it everyday for it's intended purpose. That is hopefully why everyone is choosing to participate in downloading the beta version, to assist in finding the bugs.

    We are responsible to learn all the symptoms, consequences, and possible causes of the bug because Ashley isn't in the drivers seat. And I personally don't want him coming out from under the hood (bonnet?) to test drive.

    We do post to the threads when we confirm or have additional symptoms to report. There are a half dozen threads on the crash on exit bug, all with around 20 replys.

  • Confirmed, apparently you can't put a second ) without the first one for it to highlight.

  • On mine it opened four of those error windows, (3 at once, 1 on ignoring the last one.) then it seemed to be normal. My guess would be it's trying to setup the autocomplete, but the parameter fields differ slightly from the others.

  • It's not the graphics card memory, I have 4 gigs on my graphics card, 16 gigs in the machine.

  • Ack!

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Can't brace hilight null scintilla

    Condition: sciedit.GetSafeHwnd() != NULL

    File: Projects\Parameters.cpp

    Line: 3037

    Function: void __cdecl ParamControlSet::UpdateBraceHilight(const class TokenStream &)

    Build: release 128 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Were you saying you tried Google Chrome too, or saying that browser is the same as Google Chrome?

    Try another browser as well, it's always possible that one doesn't support Webstorage.

  • Frames is probably how I would have done it, you could then have day and night cycles with an event changing all frame 3s to frame 4s at a certain time.

    I can't seem to duplicate the solids not working right, can you make an example capx that does the same thing?

  • Since the new turrets check range, it might also be possible to set each planet as a turret, switching gravity to that planet when within the turrets range.

    Realized I have an example of using turrets for range detection in my dropbox.

    https://dl.dropbox.com/u/85412219/forumposts/TurretForRange.capx

    It's not a gravity well game, more like waking zombies when you move too close. but's its just 2 events.

    showing mainly "On target Acquired" trigger could be used to change the gravity target.

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  • Or make a dockable behavior window, and when docked it's live to whichever object is selected. You could switch it off when not working with behaviors.

    Edit: not suggesting it be moved up the list, I was just offering what sounded like a solution that may already have code in place.

  • If you are using physics, you can set the collision path to circle under "Physics" in the "Object type Properties" bar. (above the "add behavior" button, it's not in the animation editor.)

    As for the gravity, someone else will have to help, I haven't tackled that one myself yet.

  • So you're actually lighting the terrain? I thought your were lighting moving objects.

    is the terrain changing, or could you have it draw everything in a group once at the beginning, then shut that group off? (make group inactive)

    the only problem I could imagine with the solids would be the object maybe stepping too far inside before the collision was detected, but I don't know for sure. I would need to experiment, but I am headed out the door, I'll try it tonight.

  • I made a quick demo for you to show us what's happening, but you were too fast.

    https://dl.dropbox.com/u/85412219/forumposts/Shadow.capx

    Are you mixing "Solid" with "Physics?" They aren't really compatible. Notice in my demo, (which used the Scirra example that comes with Construct2) nothing is "Solid" they are all just using physics behavior.

  • You could add a condition to the trigger that checks the object to see if the object exists, or is already lit. You could set a variable and add the condition to see if it is already set.

    Or use the system event, "Trigger Once while true."

    Lots of ways, but they depend on your events. But actually you sound like you may have most of that covered, in that everything you were checking is destroyed.

    Could you make a small demo capx that works similar to what you are doing that we can make suggestions for?

  • The UIDs are probably saved as well. If you have the UID of an object in a variable, the reloaded object has to have that same UID for the variable to have the right one.