Sargas's Forum Posts

  • (el menu dice que puedes elegir conrtoles, pero aun no esta peusto eso xD)

    (sept 17)

    If you have 10 mins, could you guys please play the whole scene and report if some sprites start to get invisible at some point?

    (any other bug is welcomed as well)

    thanks :D

  • I'm making a game in which you can choose difficulty, and I'm wondering, in terms of efficiency and performance, is it better for construct 2 to be told exactly what to do or having it calculate what to do?

    For instance; I could tell the program that a bullet does 1 dmg when on hard, 2 when on normal and 3 when on easy.

    or i could tell him to just set the damage of the bullet to "1*difficulty"

    I already made the whole difficulty system with a vast amount of calculations for everything related to it. But which option is better?

  • ryguydavis well, they do banish, though my game doesn't freeze then the sprites start to disappear :S

    things related to this:

    1)not all sprites are affected

    2)at the time the disappearing starts bullets-behaving objects start to move much faster.

    And for some reason my game that runs a 60fps on chrome, runs at 3-12 on internet explorer :S

    I'm still working on reducing the size of the capx =(

  • ok, will do. I'll post a reduced capx as soon as I can.

    and just for the sake of wondering, could something like this be triggered by having too much stuff on a game? maybe is a render issue?

    I started on may i think, and construct 2 is my first ever approach to making games, and I wonder how big can a game be and remain stable or maybe it isn't even an issue?

  • I'm terrible sorry ashley, I did look at it. It said there you guys don't wanna look into big .capx files, and I have absolutely no idea how to reproduce the problem via events, but only by playing the game I made. and as I said above, the sprites are getting invisible while the program still considers then visible, valid and with 100 opacity, so I know it's not a problem on my side.

    Wowever, if you want to, I could email you to the mail you've provided if you wanna take a look at the 700 events .capx (which I know is anything but ideal T_T and I'm terribly sorry about it)

    edit: ... and i guess my best option here is just send you what i can =/

  • Since 103 some of the sprites in my game started to disappear at random times.

    Does anyone else have a problem similar to this?

    I've checked a lot to see if it wasn't a problem in my event programming, I even placed debugs to check for visibility and opacity on the disappearing sprites and for layers too.

    And 100% of the times the sprites disappear everything remain "visible" and with "100 opacity" although you can't actually see the sprites, =(

    This doesn't affect the game in any way other than visually, since all the collisions remains there.

    The problem occurred in chrome and on internet explorer, both when ran from construct2 as preview and when exported. it also happens on all the pc I've tested (although all of them are windows 7 pro X 64)

    Nonetheless it only seems to be happening with 3 object's sprites, sometimes 4. and it happens 100% of the times before the end of the layout. It fixes on restart.

    I have no idea how to recreate the problem other than playing my game, and since it's a 700 event game D: I don't know if I should send ashley the capx.

    however, this is a previous version of the game when the problem didn't happen yet: scirra.com/arcade/shooter/1764/notevenalphayet-stage-1

  • yup, it fixed the crash issue =)

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  • i sent you a capx that triggers the problem 100% of the times line 21 is enabled.

  • We all seem to be having this problem when an object is suppose to be destroyed.

  • The approval of my game update is taking waaaaay to long... D:

    is something wrong with it or just i just keep waiting?

    like ayster said a couple post up, uploading the first version of my game took only a couple of hours and now I've been waiting for a couple of day :D

    scirra.com/arcade/shooter/1764/notevenalphayet-stage-1/comments (first draft)

  • Hello :D

    I'm making a platform game and I need some opinions here.

    The player moves left and right with A & D, jumps with SPACE and aims with the mouse.

    It currently runs when holding the left SHIFT key. However some people have found that rather uncomfortable... Although I have no problem with it.

    What would you use as an alternative for the SHIFT key?

    <3!

  • No need, I found a solution on the forums and fixed my program with it =)

    Here's the capx

    dl.dropbox.com/u/20613220/sine%20fix.capx

    However, I'm sure the Vertical Sine movement is not working as intended. The solution to make it work is not "intuitive" at all.

  • It's just a regular no physics game, and the collisions boxes are all set to bounding box.

    I even made a separate file to check if I had messes something up in the original file I'm working on. But it seems that the problem is in fact not my fault (I think)...

    I also added some debug text to demonstrate the problem. I also tried all the wave types, and they all have the same issue. This only happens with the vertical movement.

    dl.dropbox.com/u/20613220/Test_VerticalSine.capx

    1- While the platform is moving downward the player flickers and falls intermittently (always)

    2- While it's going up and you fall on it, you can go through it (9 of 10 times)

  • I'm trying to use the vertical movement on a jump_through platform I made.

    But whether it's very buggy or I'm doing something terribly wrong here.

    While the platform is moving downward the player flickers and falls intermittently.

    and while it's going up and you fall on it, you go through it.

    Is there something that could be done to solve this issue?

  • I'm trying to make an enemy react to specific situations, and with 1 enemy it works perfectly... but now i'm trying to add more enemies into the game and it works terrible...

    I've made other minigames like this and I've managed to make each entity behave independently... and I don't understand why this isn't working here.

    Right now what the enemy can do is (when there is only 1):

    0 spawn from "trigger". (so in order to make more mobs, you only need to make more triggers, it's important)

    1 when too far, it gets closer

    2 if close enough and you're in sight, it shoots at you.

    3 If it can't see you, it wonders around

    4 it doesn't get stuck in obstacles.

    dl.dropbox.com/u/20613220/mob_behavior.capx

    help -_____-'