VonFirflirch's Forum Posts

  • Hey there,

    I've run into this message, on chrome, internet explorer, with version r257.2 :

    "Source : localhost:50000

    Javascript error!

    Uncaught ReferenceError: a is not defined

    http://localhost:50000/preview.js , line 4610 (col9)"

    NW.js just freezes, like when you have a neverending loop.

    Does that mean I've done something, that isn't supposed to be done, that I can fix myself, or is it a legitimate bug? It seems to happen when objects with the platform behavior land on tilemaps and/or Tiledbackgrounds, but I haven't been able to reproduce it on a new project, so there's more to it...? But I had no such issue before r257 and its .2 update, although I think I remember the error message being different before the latter.

  • I'm still facing the same issue : as soon as one of my objects with a platform behavior lands for the first time, it causes a problem.

    The error message is different from last time, however :

    (I'm using the chrome browser)

    javascript error

    uncaught reference error : "a is not defined"

    localhost:50000/preview.js line 4610 (col9)

    Everything stops, but only visually, as I can still jump, hearing the landing sound afterwards

  • Running into the same issue myself.

    Colliding with a food item (Sprite) is supposed to destroy it and make the player character green.

    But in r257, even the invisible walls (Tiled Backgrounds) trigger the "food item" collision event. Definitely caught me off-guard. Funily enough, tilemaps seem to be spared, my poor enemies and blocks can't say the same, though...

    I guess now is the time to work on older projects using a previous version of C2 while I await the new one... x)

  • Nexis717,

    Nevermind, scratch that. I've just realized Metadata was just what I needed. So... uh... Thanks a lot!

    Basically,

    -Creating a suspend save would save the game in a special slot : "Slot_A_Suspend" or something, as opposed to the normal "Slot_A", Slot_B" and so on;

    -Doing so would also create a metadata key;

    -Later on, when going back to choose the file you wish to continue, the game checks if the metadata key exists;

    ---If yes, you can choose to resume from the corresponding "Slot_x_Suspend" and delete the metadata, making it impossible to access the suspend save anymore;

    ---If not, only the proper save is available.

    Welp, one worry down, only a few billions left, wish me luck!

  • Nexis717,

    Looks like I've messed up. The correct term was "suspend saves". Sorry for the confusion! :[ Based on what I've done with it, I don't think Metadata would help me, it's typically for keeping track of savefiles if I remember correctly. I'll probably try out the method I've discussed in my previous post and pray that it does the trick... or give up and change my design mentality x) In any case, @RetroInsight, @Nexis717, thank you both for your time regardless

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  • ,

    It's an RPG thing. You can save your game at specific locations, but sometimes you'll need to stop playing for whatever reason with no savepoint anywhere near you, and that's where quicksaves come in handy : You can stop playing halfway through a dungeon and resume later, but should you die afterwards, you're booted back to the last proper savepoint.

    Saving anywhere in a game about decisions-making/strategy isn't a good thing since if something goes wrong, you can just reload and try something else, trial-and-error-ing your way to victory. I don't want that! x)

    At the same time, I also don't want to force players into having to play the game for hours at a time just to get anything done, because of scarce savepoints.

    Quicksaves are the perfect compromise.

    I guess I could have a saveslot that function as a quicksave, saving after every action, so that you have to load a proper save when you reach a complete dead-end or something, but it just doesn't sound right to me as I'm assuming saving after every step would cause some kind of strain on the system... but I'm not too tech-savvy to know for sure.

  • I don't have links or anything, but have you tried giving the player character more behaviors?

    I remember doing something similar back in the day, where performing a dash would activate a Bullet behavior, set the angle of motion to the direction you want, and later deactivate it once the action is over.

    As for hovering, wouldn't lowering the player's Platform.MaxFallSpeed suffice?

  • Depends on how smart you want the preys to be.

    I mean, you could make a basic system where if the player enters a specific zone around them (collision with an invisible rectangle representing the prey's sight or reaching coordinates depending on one or more variables...), they start going the opposite direction. You wouldn't even need pathfinding.

    If you need them to navigate around walls, however, then pathfinding would be the way to go : you could set a bunch of checkpoints for preys, have them look for the farthest one that isn't in the threat's general direction relative to themselves, and have them run for it until the predator's been shaken off.

    Does that help at all? Sorry if I've wasted your time!

  • ,

    I know about these, of course, but is there any way to delete them after use, besides overwriting them? That's what I'd need. I apologize if I worded my issue poorly.

  • What's the bar tied to? A variable?

    Can't you just have an event that substracts from it every 0.5 or so second (using the Timer behavior) and a "On key pressed" event that adds a little to it?

    Maybe I didn't understand exactly, but it doesn't sound too complicated to do.

  • (Second try, since I had posted this on the C3 forum like a moron)

    Hello,

    I've just started making an RPG and I'd want to know how to handle Quick Saves on Construct 2.

    By Quick Saves, I mean those that are immediately deleted when you load them : they let you save your progress so you can resume later, but prevent save-scumming, unlike regular saves. They're seen in most RPGs, where dying sends you back to your last proper savepoint, serving as a means to stop playing at any point, should something come up, without allowing to save anywhere, which would severely undermine the tension those games need to be fun in my opinion, so it's a pretty big problem.

    While normal saving is as easy to perform as choosing the corresponding system action, I can't seem to find anything about making Quick Saves nor do I have any real idea how to do it. Could anybody help me out? Or at least point me in the right direction? ...did I miss an obvious solution like an idiot?

    Thanks in advance... and sorry for wasting your time in case this issue was already dealt with elsewhere!

  • Just a little quality-of-life thingy : with the sprite editor in Construct 2, I'd use a transparent color on the right-mouse button as a quick eraser.

    Why isn't it possible in 3 anymore?

    Another thing : The eye dropper could be used quickly by holding the control key, will that come back? PLEASE! x)

  • A Paper Mario project. Barely started, nothing special... yet! Or ever, it depends on a few things

    The link to its thread, with more information :

  • Well... more like Pixel Mario!

    This is what I'm working on. Here's the video description, translated from french :

    Sorry about the awful video quality, that's all I have at my disposal :'{

    (There's some sound, but it's very quiet)

    Ever since I first played the original Paper Mario on the N64, before I could even read, I've been dreaming of making my own game like this.

    The last two instalments leaving a lot to be desired, in my opinion, I thought this was the perfect time to make my dream come true... I've barely started though And I'm not entirely sure I'll finish this. And if I do, how long is going to be from now? (I'm quite lazy at times) x)

    I'll try to put up some kind of demo on the Arcade when I'm done, before moving on to something more original based off this, as it seems straight-up fangames aren't too well-received by Nintendo, lately

    My dream would be to make said demo's .capx available to all, so people can start making their own Paper Mario-like game using it as a basis... Though, first I'd have to make sure it's not a complete mess and that's it actually intelligible!

    But would anyone be interested?

  • Can't a negative value in the magnitude setting work?