RayKi's Forum Posts

  • I'm getting this error:

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    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Could not find object's combo property index

    Condition: index >= 0

    File: Projects\ObjectInstance.cpp

    Line: 704

    Function: class cr::pod<class std::vector<struct era::InstanceProperty,class std::allocator<struct era::InstanceProperty> > > __cdecl ObjectInstanceERACallback::GetProperties(void) const

    Build: release 231 (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

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

  • 30mb in the debugger

  • Actually the game is not yet completed. I have no sound, music or backgrounds what so ever. Only the basic animations for each mini game. In any way 5mb is a completely empty layout .-. The transition delay between a layout and another screen looks like a inevitable problem so far, and since a cannot solve it I'm trying to find ways to look around it.

    If I could just keep the previous layout or image showing or have anyway to signalize the player that the layout is loading it would be fine. The problem is the short black screen I get between the transition.

  • They are already in the layout. Yes

  • Hello guys, how are you?

    Do anyone knows a way to preload the layout or any other way I can reduce the transition time between the layouts? I tested a bunch of stuff and I can't figure out a proper way to do it .-.

    Lately I'm working on a quite dynamic game that have the same idea of the "Wario Ware" series or dumb ways to die series.

    For those who don't know this games the idea is quite simple. I've made a bunch of mini games (24 last time a checked) and each mini game have up to 3 levels of difficulty and a short period of time to be completed. Every time a mini game ends a new mini game is randomly chosen from the other 23 and then given to the player. If the player manages to complete the mini game in time, he scores and therefore the difficulty and the game speeds up so the player have less time to complete each task. If the player don't manage to beat the mini game... well he loses the game. So the whole objective is to see how many mini games you can beat before losing.

    So.. lets go to the problem itself. Since the whole point of the game is to it to get faster I decided to build all mini games on the same layout... Bad idea, in the end the layout needed more than 500mb to run and I couldn't find a mobile that could handle that, so the game crashed 100% of the devices tested.

    So i decided to put each mini game in a separated layout. Each layout now needs around 30mb only to run and the game now works even in my phone that is quite old. However it takes a few moments to do this transition between one layout and the other, and in a game where the whole point it to get faster, this few transition seconds are ruining the whole game.

    Did anyone ever anything like this?

    Thank you all for you attention ?

  • Bro, one way I use to this is controlling this with the animations.

    If the player press the move button with the idle animation playing, then the char walks. If the key is pressed and the moving animation is playing, then the char starts to run.

    Give it a try

  • Well, setting the bottom collider to a spherical shape did not help at all. However editing the collision box helped me realize that small 1px changes between one animation and the other were causing this problem.

    Actually, even inside the animation it self, if the half of the collision box that was drawn after the origin point had a different size than the left half the movement wouldn't be smooth and cause the random falls.

    After adjusting the hit box of each animation TT.TT The game and its slopes are working just fine.

    Thank you very much for the support, you shed light to a matter I couldn't see before and it helped me a lot.

  • Came here for the Layout Transitions... I think I'll have to figure that out by myself lol

  • Hello everyone

    I read a bunch of stuff about slopes around here, but most of them is related to how to set the angle to match the slope, which is not the case here.

    I'm developing this game that kinda looks like Mega Man X, and I'm trying to set some slopes so the player can move up and down on the stage without the need of jumping a lot.

    Just setting the slope as a sprite and adjusting the hit box is working fine most of the times but the problem is, my character has a fall and landing animation and every time I'm moving on a slope instead of just moving, there are also some random falls, which completely ruins the game play since have a fall and landing animation randomly happening in the middle of a run or whatever is really ugly and annoying.

    The hit box of the slope is the default bounding box but with one less point on it, so I'm assuming it is a 45 degree angle, and the player has a squared hit box for all frames of all animations.

    Is there any other way to work with slopes? Is this common to construct2? Is there a specific way to set the hit boxes to avoid this kind of behavior? Has anyone else faced this?

    Thank you very much for you attention

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  • Good afternoon gentlemen

    I'm working on a 2D platform game based on Megaman, but I swear to God it'll be better than Mighty N.9 LOL

    The concept of each character and their movements, as well as tiles, mechanics, enemies and obstacles are all defined and ready to be worked with, as well as the stages and power ups. The code for the game is ready, it needs however to be polished so the game can run better, and some bugs fixed.

    However, I'm not a good artist myself, and this game is a game that I came to cherish and wish to see it well done in a way better than the average silly mini games I've developed so far.

    So, if any artist is willing to discuss prices and deals just call me inbox so we can chat and see what happens

  • Hi, I've made a "flick" command for a game once. Doesn't know if this is what your are looking for.

    But basically it works like this, I have a variable InitialY and a variable FinalY, every time the player touches the screen the position of his touch goes to InitialY, while the player is touching the screen the position he is touching goes to FinalY. So when the player lifts his finger of the screen I triggered a event to compare Initial and Final Y so I could know if the player have flicked up or down.

    However for this game I've made possible only Up and Down flicks, you want vertical and diagonal too, so you will need two more variables for Initial and Final X, and depending on what you want to do a little bit more complex algorithm. But it is a idea, you should give it a try ^^

  • Well, it would help a lot if you could post a screenshot of your event sheet, or a link to your .capx so we could have a better look on what you are trying to do.

    But my guess here is that, does the object 2 and object 3 have a default animation where they are not playing? If the first animation on object 2 is animation1 it will play it as soon as the layout starts. So you should put another animation as the first animation, or set in the object properties another animation for it to be playing first.

    This is because I'm guessing animation1 is before the default animation or any other object2 animation. If this is not the case I'll ask you again for a screenshot or a .capx

  • Just try to make all layers, but the one you want, invisible before taking the snap shot. No?

  • I used the "move forward" function. Worked just as good. Thank you

  • Hello gentlemen

    I'm trying to create this "wind pipe". Whenever the player is inside this pipe it'll be constantly pushed to the left. However if the player is pressing the "move right" command the character should be able to move freely but in a slower speed.

    I tried to build this using "vector x" functions, but it didn't seem to work D:

    Have any of you ever built this or something similar? Do you guys have any suggestions about it?

    Thank you for your attention