Tobye's Forum Posts

  • I used to use C2 a lot and a big issue was collaboration. It was incredibly difficult to work on a game at the same time with someone else or even to port over event sheets from one project to another. When I first heard of C3 way back when, they mentioned it would be easier, but after looking around the program a little I can't see any new options to help with this. Any ideas how to collaborate/port sheets in a simple manner?

  • Okay I finally figured it out, it was just a very specific character selection order that makes it all occur for some reason. It's the same on all versions. Pretty weird, but a problem I can fix!

  • Thanks DUTOIT , but I have tried going all the way back to 182 and a game file from the same time and the issue persists. I could dirty hack it to work maybe, but seens it was working totally fine before I really don't want to mess with it. The only thing I can see that might be related is on 185: "Multiplayer: caused Javascript error on IE9.". Maybe they changed something on the server for this? Just grabbing at air I think.

  • I tried 186, and my project doesn't launch in preview in that version for some reason. Just a whole bunch of errors. The last time I tried it and it worked was 184, just a day or so before 185 came out. The only time I have had similar issues was when I had people incorrectly logging into old rooms that were still open, but they were rather different issues and have since been fixed.

  • Hey all,

    I had been working on a project for a long time, and it worked fine. But recently (after the 185 update) a whole bunch of glitches appear on the multiplayer aspect. I've tried reverting versions of both C2 and my project to way back, yet the problem still appears. So, I am guessing it has something to do with the multiplayer server itself or the way syncing objects works? I really don't know what to make of it or if I can even fix the issue.

    Here's an image of how it used to look:

    An here's one of it now:

    As you can see in point 1, it duplicates some of the characters. Then in point 2, some of them face the wrong way. There are loads of other little things too, like camera panning always goes to one team's characters now, the extra character images are very oddly aligned to other characters (in stats, abilities, etc.) and so on.

    So if anyone has any ideas of what may have changed or where I could start looking please let me know!

  • Yeah I agree with this in a big way. If the objects could be sorted into the same folders and families as they are in the project it would be great (especially when using spriter objects!). And I brought up the local variable issue before with no response. It will work as intended, but it only displays the value of one of the variables if they have the same names, which can lead to a lot of confusion.

  • Hey all,

    I have characters on a layer that scales up and down, and I need another object to move to where the character is. The problem is if I say the x/y of the character, it moves to locations that aren't correct because of the scaling. I know there is some formula for this, I used to use it before but can't find the old project.

  • ArcadEd - Also you you could try using the 'wait 0' trick for problems like this. I'm not sure if it would work in this particular instance, but it has saved me countless times with very similar problems.

  • What is the redirect field for exactly? And are there any conditions (mainly after 'on shared')?

  • megatronx - I'm not sure what you mean? I've used 'wait' in start of layout and function events before with no problem. However In the last version where it waits 10 seconds, it is in fact filling a variable every tick, and the conditions checks to see the value of the variable (it never ran of a trigger condition though).

  • Colludium - Ha, I've become so spoilt by the debugger I forgot how to do things the old way! I tried it, and it shows that it is in fact not being created at all.

    I did find, however, that adding a really long wait fixed the problem, but that was 10 seconds which is much longer than it needs to be! So I'll keep ploding along, but I would really love to hear from Ashley why this could be as well.

  • megatronx - yeah, I tried stuffing about with the timing since then, wait X, wait for signal, etc. and haven't managed to change things.

    Colludium - Yep, happens in all browsers, on html5 export and node webkit preview. Also just tried your advice and cleared cache to no avail. I have it setup so when the marker has a boolean of 'notSet' to true, it will create all that stuff and the set the boolean to false. So, it should definitely be triggering (and it is on debug).

    Well thanks guys, but I'm really at a loss now and will just have to try re-writing it in a different way I guess. Let's hope the new version will go a bit smoother.

  • Hey all,

    So I've been working away and found a problem that doesn't happen in the debugger, making it somewhat impossible to debug. The really confusing thing is it works perfect in debug mode, so I can't see how it could be an eventing issue!

    So here are two images:

    As you can see in the second image, the name and gauges never appear for the first character. Does anyone have any idea how the debug version could be working differently to regular preview and exported versions? Maybe there is some loading timer issue?

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  • A0Nasser this is an alright guide: http://gamedevelopment.tutsplus.com/art ... edev-14723

    shinkan I haven't done any testing with it so far so can't tell you. I'd just love a 'downscale project to X/X on export' option. What do you mean by screen density though?

  • I expected it to be this simple, but I remember on Kongregate I tried doing the same thing in their options and for some reason it didn't work. I'll have more of a look at both today, but also what about just hosting it normally on your own site/webpage?

    Katala - That sounds like a good idea! Let me know if you find the/any other posts relating to it. I'll try giving it a go later myself.