terence's Forum Posts

  • It's a beat 'em up game with 4 players in which simultaneous attacks/throws against more than one other player are possible. Complex collision/overlap checks and lots of instance variables needed. When defining events I find it easier to separate between cause and effect when comparing Player to PlayerFamily than using other techniques to distinguish between two or more Player instances.

  • My player sprite which collides with other instances of the player sprite in different ways in a local multiplayer game. In order to get the desired results I created a PlayerFamily and defined all my player instance variables at the family level. However my behaviours (e.g. platform, bullet etc...) were originally defined at the player sprite level.

    Does defining behaviours at the family level make any difference to how Construct behaves when treating multiple instances of a sprite from the same family compared to defining the behaviour at the sprite level? Only the Player sprite exists in the PlayerFamily.

    Just want to avoid reworking things before I plough ahead.

    thanks

    Can confirm what others are saying. C2 started crashing frequently and randomly since I moved from v266 to v267 (64 bit, windows 10, 16GB, Intel Core i5 9600K, Geforce GTX 1060, Chrome 73.0.3683.103). Have tried every version since v267 and they all have the same issue including v275.

    Seems to crash more frequently the larger the project. Crashes happen everywhere. On closing image editor, on copying/pasting, alt/tabbing, on double clicking events. Nothing to pin the issue down or recreate so cannot provide steps. The only new information I can provide is that the debug log captures the following errors:

    [0303/115842:ERROR:registration_protocol_win.cc(53)] CreateFile: The system cannot find the path specified. (0x3)

    [0311/135020:ERROR:crash_report_database_win.cc(549)] CreateDirectory C:\Users\Ashley\AppData\Local\User Data\Crashpad:

    [0303/115842:ERROR:crashpad_client_win.cc(316)] CreateProcess: The system cannot find the file specified. (0x2)

    [0201/131359:INFO:nw_package.cc(175)] "C:\Program Files\NWjsForC2\win32\nw.exe" --ignore-gpu-blacklist "C:\Users\Ashley\AppData\Local\Temp\c2-302ZR0\html5\package.zip"

    [0201/131359:ERROR:image_metadata_extractor.cc(112)] Couldn't load libexif. 126

    Ashley, is this helpful?

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  • Hi, I'm trying to string animations together using "wait". Player.AnimationFrameCount/Player.AnimationSpeed works fine when the frame speed of each frame = 1, but I have a large number of animations, each of which has different speeds for individual frames - copying the frames over and over is not an option.

    Is there any way to achieve what I want? Surely there must be an "Animation Frame Speed" expression so I can determine the length of an animation with different frame speeds?

    Any help appreciated.

  • EncryptedCow, at this stage in C2's life, I doubt we'll see a minimap. Though I'd love to be proven wrong.

    Scirra team, can we please get an official response to the zoom out request? It's a very minor and very reasonable request that would make life a lot easier for a lot of people trying to create something more than simple mobile games.

  • My current workaround for not being able to see the entire layout in the editor is to zoom out to 0.05 - 0.10 in runtime using layer scaling and then have my editor open side by side so I can more easily find/place objects in my layout.

    A completely unacceptable and ridiculous workaround but until Scirra decides to address this, I don't see any other solution.

  • Just to add to what others have said - we desperately need this feature - at the moment it is next to impossible to design large layouts with only 10% zoom.

    Scirra PLEASE fix this in an upcoming build - I really don't want to have to wait until Construct 3 just to be able to see my whole layout.

  • In my top down game I'm trying to create doors (without using physics) that will do the following when the player collides with them:

    1. When the player collides with them at speed they rotate/swing pendulum like before coming to a stop at their initial angle.

    2. When the player collides with them at a slower speed the doors can gradually be pushed open. If the player is not pushing the door it also swings pendulum like back to its initial angle.

    The doors can be vertical or horizontal, and should open from both directions. Attached capx is where I've got to so far, but it doesn't work very well and I think I've over engineered the solution.

  • Problem Description

    The 4 direction option in the "directions" property of the 8Direction behavior is not working correctly with gamepads. All other direction values work correctly with the gamepad and the 4 direction option works fine with the keyboard but when simulating with the left stick on an xbox 360 gamepad, left and right movement are translated as up and down movement.

    Attach a Capx

    CAPX attached to this post

    Description of Capx

    Simple capx which simulates 4 direction movement with left stick and aiming with right stick

    Steps to Reproduce Bug

    1. Connect Xbox 360 controller

    2. Run attached .capx

    3. Try to move player sprite right or left using the left thumbstick

    Observed Result

    Left movement is translated as "up" and Right movement is translated as "down".

    Expected Result

    Left and right movement of the left thumbstick should be simulated as left and right rather than up and down.

    Affected Browsers

    Chrome: Version 33.0.1750.154 m

    No other browser tested

    Operating System and Service Pack

    Windows 8.1 (64 bit)

    Construct 2 Version ID

    Release 164 (beta)

  • That works, thanks.

    One problem is that I want to restrict the 8direction movement to 4 directions. Works fine with the keyboard, but on the gamepad the left stick only allows up and down movement. Right and left movement are not detected when movement is restricted to 4 directions (via behavior properties). Have tried setting the default control flag to "No" and used different controllers so think it may be a Construct bug.

  • That works but there are two issues. When the player moves (with the left stick) the target get left behind until the right stick is moved. I'd like the target to stay on the circumference of a circle which is at a 300 pixels radius from the Player's origin. This is why I was trying to use the Pin behavior in bar mode.

    I'd also like the target to stay at the point on the circumference where it was left by the player on releasing the right stick. So that if only the left stick is being moved, the player can strafe/move in straight lines, rather than circle around the target which is what currently happens in your capx.

    Not sure if this can be achieved without the Pin behavior.

  • I'd like to recreate functionality in the attached capx where instead of the mouse cursor, the gamepad right stick controls the player target in my top down game. The target needs to be set a fixed radius from the player (using pin behavior in bar mode).

    Have looked through a number of gamepad examples but can't find the equivalent gamepad action for "Set Position to (Mouse.X, Mouse Y)"