SecondDimension's Forum Posts

  • I just submitted, well done to everyone who got a game done. I will play through them starting tomorrow.

    Here's my entry, Castle Uno:

    http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=14838

    It's finished, but not the sort of finished I was hoping for. Works well with the 360 pad though

  • Exact Same issue for me, any steps we can take for now so we can delete tiles without a crash?

    EDIT: Yes using the eraser tool doesn't seem to cause the crash

  • I'm really interested to hear how you get on, we'd like to try a Jam using SVN at some point, we had a bit of difficulty collaborating on the last LD.

    There is a Ludum Dare thread going on in the General Section:

    scirra.com/forum/topic82524_post482766.html

    Good luck

  • Hi all, I'm in again. Doing the Compo this time as the rest of the team are busy. Not entirely thrilled about the theme, but we'll see how it goes.

    Once again I'll pledge to play and rate every C2 game in this thread at some point, go team!

  • I get this a lot too; got it on W7 and still get it on W8. I get the 'C2 has stopped working' almost every time I close it.

    I'd like to agree with DUTOIT as well; if I have a project open for a while then it gets so sluggish and slow and becomes unusable, so I have to restart. This is particularly noticeable when selecting values from other game objects, and even worse when objects are in sub-folders. My new PC is ridiculously over-powered, so it's not an issue with specs

  • I had these exact same issues with Vista, just constant DEP errors, I managed to reduce them by removing some old graphics card drivers and updating my current ones. But that did only reduce the crashes to about 2 a day, there was no way to stop them completely. I even tried a fresh install of Vista, no luck.

    It's fixed now, but I'm afraid my solution was to upgrade to Windows 8

  • Not sure where to post this really, I don't know if it's a bug with Safari, Construct or something we've done. It's an error that only occurs in Safari (desktop); basically when the music starts on our latest Ludum Dare game, then the browser crashes. It all works fine on Chrome and Firefox. Don't know what to do really, we just added music to the game and then played it.

    Anyone else had these issues? The Safari error message is below if that helps.

    Link to the game is on our Ludum Dare page here:

    ludumdare.com/compo/ludum-dare-27

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

    ERROR REPORT

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

    Process:        WebProcess [280]

    Path:

    /System/Library/StagedFrameworks/Safari/WebKit2.framework/WebProcess.app/Contents/MacOS/WebProcess

    Identifier:      com.apple.WebProcess

    Version:        8536 (8536.26.17)

    Build Info:      WebKit2-7536026017000000~1

    Code Type:       X86-64 (Native)

    Parent Process: ??? [1]

    User ID:        501

    Date/Time:       2013-09-11 09:44:56.377 +0100

    OS Version:      Mac OS X 10.8.2 (12C60)

    Report Version: 10

    Interval Since Last Report:          5090769 sec

    Crashes Since Last Report:           101

    Per-App Interval Since Last Report: 29 sec

    Per-App Crashes Since Last Report:   1

    Anonymous UUID: 1A1C50AD-09B8-A3A4-432B-2DFC4AC79D43

    Crashed Thread: 16 Audio Decoder

    Exception Type: EXC_BAD_ACCESS (SIGSEGV)

    Exception Codes: KERN_INVALID_ADDRESS at 0x00000000bbadbeef

    VM Regions Near 0xbbadbeef:

    -->

         __TEXT                 000000010ca9f000-000000010caa0000 [ 4K]

    r-x/rwx SM=COW

    /System/Library/StagedFrameworks/Safari/WebKit2.framework/WebProcess.app/Contents/MacOS/WebProcess

    Application Specific Information:

    Bundle controller class:

    BrowserBundleController

  • Great stuff everyone, I will also try to play and rate everything in this thread.

    We got our entry finished pretty close to the deadline, but happy with it overall. You can play it here:

    ludumdare.com/compo/ludum-dare-27

  • How is everyone getting on? I'm finding Contruct is slowing down a lot; keep having to restart it. Wondering if it's to do with the millions of subfolders I'm using for the objects.

    Still, it looks like we'll get something finished at least

  • Hey, we're in again. Using Construct 2 for the second LD.

    Here's our blog: ludumdare.com/compo/author/seconddimension

    Good luck everyone

  • Yes this happens to me too, not sure if it's a bug in the Beta or the stable release too?

  • I think you could do it with an instance variable. So set up a variable called var_Scale, set it to 1 to start with. When there is a collision you say:

    > Subtract 0.25 from var_Scale

    > Set Scale of Sprite to 1

    > Set Scale of Sprite to (var_Scale)

    That way each collision should reduce by 25% of the original size right?

    Edit: I tested and this worked, although there might be a more elegant method

  • So I have a question, as I really like this behaviour; I managed to get boardgame-style movement very easily with it, but couldn't get the official one to work that way. Which leads me to my question; I thought that this behaviour uses a grid system, whereas the built-in behaviour is more free-form, therefore making them different? Am I mistaken? Thanks

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  • Great, yes it does help! I'd tried a heavy-handed method similar to that, but I wasn't using a variable as a distance buffer; this way is definitely cleaner. Thanks

  • Hi everyone, I have a maths problem that I'm struggling with, and I was hoping someone could help.

    I'm doing a top-down game, and I would like an arrow to point to the next objective if that objective is off-screen. I have set this up no problem - when the objective item is not on screen then I am:

    * setting the arrow's poition to the the player's poition,

    * setting the arrow's angle towards the objective,

    * moving the arrow 200 pixels forward at its current angle.

    This works OK, but rather than move the arrow 200 pixels, ideally I would like to figure out the distance between the arrow and the edge of the screen, and move it forward by that number of pixels. That way the arrow would stick to the edge of the screen, if you see what I mean.

    So I know the X & Y of the viewport, and the angle the arrow is pointing, but can't get the next step. I'm sure there's some trigonometry that could help me here, but I'm struggling. Any ideas? Thanks