Vinterstille's Forum Posts

  • 11 posts
  • Error on starting C2 after installing FGL Enhance plugin

    After dragging and dropping the Enhance plugin into C2 and restarting, I got an error message. Got this message from Kacper from FGL:

    [quote:2cwwbicz]The error is not related to Enhance plugin. Seems like it is a bug of the latest Construct beta release (r246) and should be eventually reported to Scirra.

    Attach a Capx

    n/a

    Description of Capx

    n/a

    Steps to Reproduce Bug

    Observed Result

    [quote:2cwwbicz]---------------------------

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    ACE table: Condition should not specify cf_not_invertible with cf_trigger or cf_fake_trigger - triggers are implicitly non-invertible, remove cf_not_invertible

    Condition: !(((flags & cf_trigger) || (flags & cf_fake_trigger)) && (flags & cf_not_invertible))

    File: c:\c2\source\exporters\html5\..\..\common\ERAHelpers.h

    Line: 206

    Function: void __cdecl era::ACETable::AddCondition(int,int,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,void (__cdecl *)(const class era::StaticResult **,int,class era::StaticEvaluation *))

    Build: release 246 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

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

    Abort Retry Ignore

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

    Expected Result

    I have C2 installed on my d: drive, so I did not expect the line "c:\c2....." to show up in the error message <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    Latest Win10 64bit

    Construct 2 Version ID

    r246 - Built 12:51:11 on Aug 15, 2017

  • You might want to check the pathfinding gridsize - search the manual for pathfinding, it explains it pretty well..

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  • If you apply the HSL (Hue Saturation Light) effect to a sprite, you can animate the color by using a Sin expression for the Hue parameter (parameter 0). If you want to randomize the color, simply use the Random() expression for the Hue parameter instead. You can of course also change the S and L parameters, but you quickly end up with a lot of very dark graphics if you don't limit the values corretly..

  • After looking up loopindex, and realizing that 51 was not an arbitrary number but half the tile/sprite size, I kinda worked it out.

    I was reading up on "Khan Academy's Intro to algorithms: Route Finding" (can't post links yet) and I guess that is an example of flood filling..

    And I DO trust you, even your gravatar looks like a puzzle of sorts

    Thanks again for helping me out and explaining whats now happening in my program

  • alextro Thank you! What a gift!

    So you add a layer with "invisible" sensor sprites that keep track of the connection to the start sprite. But as im trying to learn, would you (or anyone else) mind explaining what is... actually happening?

  • If you look in the "Falling Blocks" file in the examples folder, they show how to use a function with 'Pick instance with UID'.

  • Got a step further to the solution by finding "Falling Blocks" in the example folder.

    Im not really sure how the Pick instance with UID Function.Param(0) works, but the correct animations play depending on overlap. Now I need a way to check if they are connected all the way back to the start sprite.

    Does anyone have an idea where I should be looking?

    [attachment=1:1ppr9wxa][/attachment:1ppr9wxa]

  • Overlapping gives the same result as collision - I can make the water flow from the first sprite to the second, but after that.. nothing. Im guessing it must be something to do with me not using a kind of loop?

  • I have a basic understanding of what an array is, but have never really programmed anything before..

    So what I thought would be the simplest game ever, is now beginning to seem a little scary..

    Am I misreading your reply or are you telling me the only way to make my game is by changing it to a tilemap based game and using an array?

    Could it not be done with my simple collision check method? It might be resource heavy and not very elegant, but it seems to me it should be possible?

  • Let me ask you this.

    If the game was tile based, how would you check to see what tiles were next to each other without using collision detection?

    I have absolutely no idea - An array? - I'm pretty new to this..

    Pick nearest?

  • I'm trying to make a VERY simple game, that let water flow through pipes (sprites) by using collision polygons and detection. You win the game by getting water to all the end points.

    I'm using a family to hold all my pipe sprites. The family has an instance variable boolean named "Flowing" to check if the sprite is flowing with water or not.

    Each sprite have a fixed position and turn 90 degrees when touched. If they are connected to the start sprite, they (should) play frame 1 (green) in the animation. If they are turned again and no longer connected, they (should) play frame 0 (red).

    [attachment=1:8f44t3d0][/attachment:8f44t3d0]

    But there is something wrong with my game logic thinking, I was thinking that as collision detection is happening all the time, it would set the boolean of the pipe sprites as soon as water gets to them, but that's not the case.. Whats wrong with my eventsheet?

    [attachment=2:8f44t3d0][/attachment:8f44t3d0]

    Am I not understanding how picking works? Should I be using functions or a kind of loop? I've read the manual on all those subjects, but I'm not getting it...

    I have looked at some examples of sprites colliding with sprites, but they don't seem to translate to my problem.

    ANY help will be greatly appreciated!

  • 11 posts