Sup with that?'s Forum Posts

  • I still have several of his behaviors installed, including MoveTo. Seems to be working fine on the latest C2. Sure you're installing them to the correct folder?

  • Scroll To behavior? It does.

  • Alright, last night I got into a fight with my script cause it didn't seem to be working right, and now after much tinkering I still can't straighten it out. The part in question is this:

    When enemies get within 300px of the layout border, they're told to go back. This seems to work... intermittently... and apparently when the condition is true for ALL enemies at once. I thought a For Each loop would solve this, but seems not. In my attempts to rectify it, I've tried moving the For Each into every which place on the chain and breaking up the events into separate blocks. Probably other things too that I don't remember.

    What gives? If this looks sound, perhaps something else is causing the AI to misbehave.

  • Not certain from what I see here, but I'll hazard a guess and say it might be to do with the 5th line on the second screenshot, the one with an LOS check and two overlap checks. Try inserting a For Each Grubhitbox after the overlaps and see if that makes a difference.

  • At a glance, it seems GrublinhurtRight/Left are global or local variables, so when you change them, they will apply to all the sprites. You should make them instance variables of the sprites themselves to make them affect the sprite in question only.

  • I'm really impressed that you're still churning these out for C2 even now. You made so many I'm not sure I'll ever find a use for all of them (and maybe I shouldn't be trying haha), but I am quite a sucker for pretty FX so I'm grateful for the effort. Thanks!

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  • Windows and NW.js are both up to date. I first had this issue about a year or more ago, I just took a long break from C2 in between then and now. Unfortunately I don't recall what might've happened at the time to start causing errors. If it might be Windows related, I believe I upgraded to Win10 around then.

  • Hey, I've been having a strange problem with NW.js that I can't get to the bottom of. Sometimes when I try to preview a project in NW.js, the window will open and then take forever to load. Closing the window or killing it through task manager will then result in the entire computer hanging for a few seconds as if the CPU is maxed out. However, task manager doesn't show any big load on the CPU.

    Sometimes after previewing a smaller project, it will preview correctly and an NW.js process will stay open in task manager even after closing the window. If I then open one of the bigger projects that usually gives me trouble, the preview will start another NW.js process, and this time load smoothly. Seems my PC has trouble starting up NW.js if there isn't already one running? I don't really understand it.

  • Yeah that's what I was thinking too. Might just do away with it altogether. In any case, thanks guys.

  • Well, that sucks. I intended my project to end up an .exe and the only way to do that is NW.js, IIRC? Guess I'll have to work around it.

  • Hmm, seems to work if I test in Firefox, but not IE, Chrome, or NW.js. Alrighty, if I'm not the only one then I guess I'll report it.

  • "On double-right click" and "on double-middle click" do not seem to be registering when testing in Chrome, IE and NW.js. Works correctly in Firefox. I posted about it in the C2 help forum and someone said they reproduced this as well, so I guess it's not just me and could be a bug.

    capx: dropbox.com/s/qsjwqvhjjsysmix/doubleclickbug.capx

  • Trying to use the event "on double-right click" but it doesn't seem to be registering. Neither does double-middle click, only double-left clicks. Single clicks all work correctly. This goes for completely fresh projects with nothing in them.

    Tested it in Construct Classic just cause I happened to have it installed, and everything is working correctly there so I guess it's not an issue with my mouse. Not sure if this is a bug.

  • That's good to know, thanks!

  • Do the WebGL effects have a detrimental impact on render cells? Render cells work best with static objects as I recall, but I'm not 100% certain how effects factor into things. Does the engine have to check effects every tick as it would an animation or event? There's no events tied to the shaders in question.

    Recently discovered my big background full of static things actually had an effect applied that I forgot to remove, heh. Doesn't seem to muck with the performance, but better make sure before I let it live.