raster's Forum Posts

  • Just got torches and animated stuff, working doors as well as tentative z sorting added to this. Super excited.

    The working title is Deruvial. It's planned to be dungeon crawler that's a mix of Diablo and Zelda, using the SNES resolution and playable up to 4 players local coop via controllers.

    The players are all implemented and can move, but their attacks are non functional at the moment. Player 1 can play via keyboard and mouse _or_ controller.

    I have 2 enemies, one with a semi complex AI.

    Pretty simple at the moment but I hope to flesh it out much more in the future.

    You can find a functional version of the "game" so far here.https://deruvial.netlify.com/

  • Holy spitballs! I FIXED IT!!

    And I _somewhat_ know the ballfield of what causes it.

    Okay, so each of the items involved I either accidentally created and just closed out the PNG editor with default, or I was making a new animation for that I changed my mind and left the blank animation in.

    The Construct 2 image editor by default left "corrupt", unreadable pngs or pngs that had a reference an it just never saved them. So the next time the project was loaded it just flipped it's lid.

    Removing all "empty" sprite references cleared it up. It's working now.

    Wow. What a mess. Glad there was a way around it though.

    I can easily show the unworking project and the functional one now, if needed, as I have copies of both. lol

    EDIT: There is a post awaiting moderator approval (likely because of images) that explains my necro. Summary is that this exact same issue cropped up again 5 months later and broke my project upon closing out construct and trying to load the project again.

  • Not to necro or anything I just hit the exact same issue again, but I left construct running in the background throughout the day. Made a change a couple of hours ago and it worked just fine. Made a new change to a an object to destroy it on collision with a swing sprite in the "attack" family. When I ran it it suddenly popped up with the same error in the OP. I tried to back up just in case, exported to another folder. Restarted Construct 2 and BOTH projects have the error.

    I can still see all of my torch objects/sprites and particles just fine in the editor.

    Aaaaaand, of course it won't run.

    This is the same project as op on a _different_ computer now.

    -sigh-

  • I was able to finally stop it from erroring by deleting several instances in my first layout.

  • Hey! Was working on a game, not quite certain when exactly I started having this issue but I'm running into this assertion error when I launch the game, during the default loading screen. I'm able to click past it and play the game as usual, but I REALLY want to get this handled. Any idea what would cause this?

  • Thank you very much! I figured it was small issue I was overlooking. :D Another set of eyes is always invaluable.

  • Anyone else having this issue?

  • Am I the only one to notice all of the broken links with the new layout?

    Every one of the old links seem to be in some sort of broken tag. The same for youtube links. I had to redo my own after the change.

  • Working on point and click game. The wizard is Malpheus and the mirror wizard is his close friend/rival Mathaius who pops up to chide him every once in awhile. The background was rendered in Unity and then edited with Photoshop to have a more painterly look before being dropped directly into Construct 2. I just got scaling working correctly.

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    The second is a 4 player arcade game called AstroBRAWL. It's pong on steroids and supports a mixture of keyboard, mouse and up to 4 gamepads. When it's done it should have space vehicular combat, at least 10 selectable pilots with with voice, powerups and a 80's anime/techno vibe. I'm toying with the idea of using Photon to add online multiplayer and a campaign/vrs ai/storymode to play through.

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  • Just been working on this for the past couple of days... Already the vid is slightly old as I've fixed a couple of the animation issues that are apparent there. (such as gliding on fall through platforms).

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  • I've applied via AppLovin's website. Though I currently live in Washington, I have the resources to relocate if need be.

  • Is there a specific reason why you need a WAV and not an OGG? And yes, WAV files have outrageous file size. It's the reason why compression codecs like MP3 and OGG exist.

  • Uh oh. There isn't that much to load as everything is KB in size because I'm trying to mimic an SNES for the most part, so if you're hanging on the loading screen all I can think of is that the Music (which is 50mb) must be preloading instead of streaming like it's supposed to or maybe the condition I'm checking (loadingprogress=1) isn't true. Maybe something is stopping the fade from firing properly. Urgh. It seems to be working for my wife and I (on the same network) and my friend who is in another state, though. I wonder why it isn't working for you.

    Here's the event sheet for the loading screen:

    EDIT: As far as the sound freeze glitch, it appears I was using an advanced sound action to calculate the position of the sound. I've changed it to a standard play action and it seems to have cleared up. In regard to the loading issue I've removed all of the music and reimplemented it in case it was due to the way the music was imported. It's now been reuploaded. Please let me know if it lets you access it.

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  • Hey guys. I'm having an issue when my game loads a specific sound. It happens when the player picks up a shield repair orb (the blues ones). The entire game freezes for a split second the first time and then it resumes and plays properly for the remainder. The project is set to preload sounds and I've even used an event to preload the specific sound on layout start to no avail.

    You can find a playable version here: https://dl.dropboxusercontent.com/u/224169046/HZRD/index.html

    Any thoughts?

  • Are you still looking for team members?