work3's Forum Posts

  • So, my project is over? I've been over every possibility,probably over 100 times and the only thing that is repeatable is the "add more than 15 objects to another layout and stuff stops working". So avoiding the crash seems to be not add any more objects. Which means the end of the line.

    If I was to rebuild the entire thing from scratch, using my old cap as reference, would I end up in the same situation? I guess thats a rhetorical question, as I won't know until I try it.

    I have a pro game dev friend willing to look over the CC source if I could get the profUIS.dll but everyone who has posted on here saying they had a distribution license has ignored my PMs and mails..

    My only other option is to pay several hundred bucks in the hope PROFUIS will be able to give me an outdated DLL file.

    I really appreciate the assistance you and many others have given me over the years on this, but really, someone might wanna set up a sticky letting people know that there's a chance that people could be wasting their time and effort using CC to make something and end up in a situation as such as myself with an unknown and unfixable bug without being able to debug the CC source..

    Shame because it's still a beast of a 2D engine, so long as you're not taking anything seriously..

    8 years of work down the toilet.. and I was actually beginning to see the finish line.

  • Thanks for the response Rojo, butsince i removed every OR last time I got runtime errors, as per your instructions, I never used them again... and its the title screen that is affecting other layouts.. everything ran fine until I started on this title screen, I rolled back and started the title screen layout again with a minimal set of sprites that used no variables, and only one sprite that contained 3-4 private variables that simply toggled some selection options..

    So to further test this, I deleted every event in the title screen layout, apart from 1 single button press on an xbox controller event to take me to the next layout..

    RUNTIME ERROR

    on the same stripped out title layout with the 1 event, I delete a load of objects..

    runs fine...but depending on what objects I delete , some end up hanging on the game layout screen when they aren't even global objects.. but again and again, after wiping the entire layout,deleting all the layers, wiping the event sheet and just adding objects with no variables, as soon as I add more than 15-16 objects, it gives me the runtime error without fail.

    even just previewing the main game layout alone gives me the error, but if i completely delete the title layout, it previews without issue.

    any help is appreciated.. I've spent literally years working on this...

  • So, I have been adding a title screen to my work in progress game..

    presently the layout order goes Title screen layout -> Character select layout ->main game layout

    I set up a skybox background with 6 1024x1024 textures, on the title screen and have 22 objects in the layout..

    I go to the next layout before the main game layout..(character select)

    that runs fine.. go to the main game layout

    RUNTIME ERROR

    I roll back to about 8 saves before with a minimal title screen and just add the basic menu sprites to start redoing the title screen again, thinking there was that duplicate sprite name issue, and begin with about 8 small sprites to create an absolute minimum of assets to make a selectable menu before adding everything else..

    main layout runs fine..

    add about 4 more small sprites..

    RUNTIME ERROR

    go back to my full version with the skybox, the 1024x1024 textures, and delete random non essential sprites one by one, running it each time getting runtime errors, and at 5 sprites deleted..

    character select -> main layout runs fine.. albeit with a sprite from the title screen appearing on screen (wtf)

    reload the file again and delete completely different small sprites, and again run it every time i delete one, getting runtime errors at the main game layout every time, until I remove 5 sprites..

    ..main layout runs fine..again , with a sprite from the title screen appearing on screen (wtff)

    reload the fully finished title screen version , try destroying a ton of objects before moving from title screen to pre- main loop layout..

    go to main game loop layout : RUNTIME ERROR

    reload it again, try unloading the title screen textures at the start of the next screen before the main layout..

    go to main game loop layout : RUNTIME ERROR

    half the size of all the skybox textures..

    go to main game loop layout : RUNTIME ERROR

    delete a ton of large graphics from the main game layout

    RUNTIME ERROR

    delete the whole skybox with 6 the 1024x1024 textures..

    RUNTIME ERROR

    can someone please tell me what the heck is happening?? I tried the repeat object name fixer cap and just got the same runtime error again

    is there anything I can check, or do?? I'm losing my mind here...why are a few small sprites addint a few Kb causing this, and not a skybox with 5MB of textures? why is it exactly 5 of them?? Why the main layout and not the one before it?? it was all fine until I started working on an innocuous title screen.. I'm not using transitions, although there was one loaded, but even with it deleted, its still give the error, and there's no OR's..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi all, I have a rather perplexing issue, probably one thats a bit hard to explain

    I have my game constantly scrolling, mostly vertical, but it also pans diagonally and on the X axis.. While it does the X panning to create diagonal or horizontal scroll movement, I have been attempting to stop my enemies moving off screen by setting the "flying enemy" layer scroll X ratio to zero, so that while it pans the enemies can stay above you.. that part works fine, I call it "X-locking" for short..

    Now the initial lock works fine, but once I have scrolled, say, right for several hundred/thousand pixels, when I want to go back to normal vertical scrolling and release the "x lock" , I switch the "flying enemy layer" back to 100% scrolling and of course they layer just pops back to where it was several thousand pixels ago and everything disappears..

    in the manual, it states that layer setting Scroll X / Scroll Y allows you to scroll a layer independently from other layers but I am unsure how this is executed.. It sounds like this is what I want, but have no idea how to control it...

    I know that sounds kinda confusing, so to try and summarize , is there any way of forcing a single layer of moving objects to be occasionally locked to the center of the screen (while the enemies move about within it) and be able to switch this lock off, and keep the layer at the point it was released as opposed to leaping back to its origin?

    if this is confusing I can try and make a simple cap to demonstrate or annotate a video of an arcade game that does the same..

  • thanks for the response, but due to varying scroll ratio changes, it moves around..

    is there a mathematical way of setting it relative from a layer that never changes scroll ratio?

  • is this construct classic or construct 2 you are referring to? I cant see an anchor behavior in construct classic.

  • Hi all.

    Is there a way to get a constant coordinate of the center of the screen? I would like to offset some objects within a scrolling background from the visible screen center, but it needs to work at varying resolutions, so referencing the visible screen edges seems unworkable.

    initially I tried the following as a test

    sprite : set x to scrollxleft+640

    but that will only work in 1280 pixels wide resolution, it also juddered depending on what my scrolling was doing.. Ideally I need a method that would be rock solid.. can anyone offer advice?

    thanks

  • ah ok! thanks so much for your assistance! my cap seems to be stable after the fix..But I am keeping on the lookout for any oddities..

    I read that to reduce VRAM, you suggested :

    "If you put most of your images on another layout the texture will only be loaded when you create an object. Unloading occurs when switching layouts or using the unload textures system action, just as long as there is no created sprites that are using it. "

    Do you mean images set to global? .. Or something else?

    also, is there a way of repeating a sprite as an instanced object that doesn't add image clones to VRAM?

  • I'm not using an "or" on the title screen at all...

  • does this fixer .cap file even work with or on CC R2 files??

  • Ok, so I rolled back, deleted all my background objects, broke down all the individual parts into larger, but less chunks, and rebuilt my background from scratch..

    On working a little more, I start to notice that objects are disappearing from the layout, and also whenever I try and delete a layout object, (which I stupidly used to create pause functionality) and save, the file becomes unusable..

    it just seems my cap is on the brink of breaking every time I try and work on it??

    can anyone help me out here???

    I tried the disappearing object fixer again and got

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

    Error

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

    Traceback (most recent call last):

    File "<string>", line 32, in <module>

    AttributeError: CEffect instance has no attribute 'id'

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

    OK

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

  • can`t get it to run at present.. it doesnt do anything when I run it from construct and tells me "failed to load plugin" when I export as an exe..

    I`m using R2, that script says # only reads caps saved with 0.99.96 on, or until the file format changes again.

    Hm... got it running, tried it on a broken and pre-break file.. no difference.. will PM you a link.. Thanks!

  • thanks a lot, will take a look to see if I can find the util before I take up your time..

  • I just get a "runtime error" message, no further details apart from "this may be a bug in construct"

    There`s no "or" conditions unless "less or equal" comes under that category.

    I add a a few more sprites, and boom, it breaks, but not only that it, with just a few less objects, suddenly the behaviour of other functions seems to break, like some kid of overflow error, my scrolling suddenly starts in other locations and other weirdness..

    It`s like if I add one more object, it`s at its limit, of whatever...Then one more object and things start going weird, one more, and it totally breaks..

    As I have seen numerous users with corrupt cap files, I usually save about 15 seperate files per night and back em up, so I can roll back if that`s the case, to where however I do not know.. the capx could have messed up anywhere..

    I havent used array objects at all yet, so will give that a try, each background piece is just a sprite I positioned myself..