tarek2's Forum Posts

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  • Timelordzz

    I manage to simulate the Bug in Auto Mode if you need to report it on the Bug section:

    you don't need to Touch any controllers or do anything

    Player Stops Oberlaping Plataform at X-560 >>>>

    ((PlatformX = 384)+(PlatForm.With =160) ) = X-544 >>>>

    (Player.With/2) =16 >>>>> (544+16) = X-560

    ======================================

    At your Player Speed = 330 The Bug starts Failing Between X-559 To X-564

    Here are the Results for "Simulating Controller Jump" like you were using until now

    Testing The Jump 100 Times at Each X Position

    X-559 = 2 Fails

    X-560 = 100 Fails

    X-561 = 100 Fails

    X-562 = 100 Fails

    X-563 = 100 Fails

    X-564 = 32 Fails

    X-565 = 0 Fails

    =====================================

    I Think I managed to fix it Replacing it by ("Using VectorY") I say I think because I dont know if this is the seet up that you looking for but about the Bug it dosnt happen.

    Results:

    X-559 = 0 Fails >>>From 110 Attemps

    X-560 = 0 Fails >>>From 340 Attemps

    X-561 = 0 Fails >>>From 100 Attemps

    Capx for AutoTest: You need to Activate one Group at the Time and the Global Variable "Bug_Point_X" is where the Jump Will happen so change it to Test different X-Positions in the Range of (559 To 564) or whatever you wish

    https://www.dropbox.com/s/pckda3bzwf1x04g/Jump%20Bug%20AutoDebug.capx?dl=0

    ============

    Capx Clean with the Fix:

    https://www.dropbox.com/s/m9z51llg2ev1sqb/JumpBug3.capx?dl=0

    ===========

    All the Tests are done on C2 I didn't try C3

    This is my game so far.

    The Game Looks Awesome, Beautiful Pixel Art, Good luck with it mate :)

  • Thanks for the Tip Timelordzz Finally I managed to replicate your Bug many Times, it doesn't happen all the Time but it happens every now an then, I don't know why but I will play with it see if I can find anything useful but definitely is not your keyboard.

    Good that you posted the video otherways would have been impossible to know what you were referring to

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  • Interesting, from your video you seem to be pressing jump just a little too late.You have to press it on the very tip when you're about to fall. But you did do it right a few times. Ill test a different keyboard and computer altogether.

    Thanks for all the help, this gave me a spark of hope.

    :) :) Ok I missed that part, no worries I will Test it again

  • I forgot to say I test it on C2 Version 265 if that helps

  • Ok I test it quite long and is working 100% perfectly for me it didn't fail even once

    I recorded a small video:

    https://www.dropbox.com/s/13wewwn64w7i6g6/Jump%20Bug.mp4?dl=0

    Note: The one that fails is because my fault I didn't control it properly

    I apologise for the Mouse in middle disturbing I noticed after:)

    Have you ever Tested on different Pc? it may be your Keyboard failing, just a guess

  • Ok I just checked your video its something different then :) lol let me test again and see if I can replicate it

  • Its something else then, the only thing I see similar to what you described its when it collides with the Left Moving Platform from the bottom corner or the edge close to the bottom which it doesn't Jump because it's a solid Platform and the Player has the Plataform behaviour so it registers the collision and doesn't let the Player Jump but that's how normally works by design to stop going through solids.

  • Same as gamecorpstudio it works for me perfect it didn't fail once the Jump

    About the "Solid Glitch" that you referring to, I think I know what it can be but first, can you Test this Capx see if the Glitch still happening for you?

    https://www.dropbox.com/s/7zqrx90oj901cle/Jump%20Bug2.capx?dl=0

  • > Bizarre question, just set it in the image editor.

    I want to change it from the editor.

    It Wasnt possible to change the Image Points while the Game is Running there are no expressions or events to do that with C2 and I didn't see it on C3 either, but the Image Points are just coordinates, maybe you could do the same thing but finding the coordinates first with Events if its not very complicate what you trying to do as it may not work for all the cases.

  • ah oops

    It worked now...thank you yoyo and tarek2...appreciate it. :D

    Cool no problem

    This Answer is for the First question:

    There is no way around it, you have to loop through each one of them and add the Values to a Variable first as yoyoEleanor showed you, but if you wanna avoid doing it every Thick, One alternative is to create a "Global Variable" then add at the start of the Layout the Total of all the Variables then after just keep updating it whenever one of them changes the Value of their Variables.

    Your Trigger for changing RandomValue:

    Action: Subtract the old Value from "Global Variable" then add the New Value

  • yoyo i tried your method but the number keep increasing...

    Make sure that is a "Local Variable" and not a Global Variable that can be the problem

  • tarek2 the game preview window in C3 shares a process with C3 itself ( at least in the current version of Chrome ) so if you game hits a bug that freezes the preview, or your game is very resource hungry, it will cause the editor to slow down/freeze. I think this is what is referring to.

    Cool Thanks for the Info Nepeo

    I wasn't sure if she mistook the "Saving Window" that you see on the Video with the "Preview Window" as I didn't have any Preview Ruining Before Saving, Both Windows they look exactly the same can be easily mistaken just by just looking at video, to be honest, I never save while the Preview is Running but good to know Thanks for the Tips

  • Yes, they’d probably be the same draw call. No idea the performance difference.

    I’d guess using one tilemap is optimal, but if it makes what you’re doing simpler with 5 then I’d say go for it.

    Cool Thanks a lot mate, indeed with 5 will make everything much easier and if is not that big difference in performance I would prefer to go with that, I just wanted to make sure

    Thanks again

  • Yes in c2, at least usually.

    They both have the same texture so they’d both be in the same batch I’d imagine. A batch is just a list of quads sent to the gpu in one go and told to draw.

    Thank you R0J0hound, with yes you mean on the Test2 will take more Performance than Test1 just because is split into Instances right? I just posted a few Pictures to make sure I explained properly if you don't mind have a look, thanks for your help