chaosmaster's Recent Forum Activity

  • Interestingly, the 'if I drag things around in the event editor, Construct crashes' bug is back in this version. It seemed to be fixed in .88, but now I can't reorder anything without it crashing on me again.

  • Ran in to this odd problem the other day, when the platform game I was working on started to lag a bit when I tested it in Construct. The fps kept dropping, and it got worse as I went on, ended up only running at half its itended speed.

    At first, I figured I was being overambitious with my paralax backgrounds, but as I have a reasonably powerful computer, and it was only a fairly small level I was testing, I was dubious. So I got rid of the paralax layers, and the problem didn't go away.

    Closing and re-opening Construct worked, but only for a couple of test-runs, after that, the lag started building. To make sure it wasn't my PC at fault, I tried exporting it as an exe, which ran smoothly at 60fps every time.

    Just wondering if there is perhaps a memory leak of some sort in the Construct runtime. Any ideas why this might've happened?

    Also, I was doing this in version .86, as .87 messed up some of the events in the game.

  • It seems to be to do with any object overlaps, such as colliders. I can't remember exactly which events were deleted, but certainly any conditiond to with colliders overlapping solids were deleted.

    Construct doesnt register it as a change to the document either, when I close it, theres no prompt to save, and once I've reinstalled the old version, the events are back in working order.

  • Interesting bug, when I opened a project I'd made in 0.86.2 in .87, it randomly deleted some of the conditions in some of my events, and wouldnt let me edit these events. I reinstalled .86, and the game was fine again.

  • Hm, the demo wont work for me. I get an error saying 'Invalid texture was referenced' and an told to report it, then a another error about the Visual C++ runtime being forced to close, and then it closes down. Could it be a problem with Vista? My PixelShaders are version 3.0 if that helps at all.

  • Agreed, these things are pretty neccesary for a good animation system. Still, I'm just pleased the animations actually work now, so i can finally get on to making some stuff!

    • Tom
  • I agree, some sort of line of sight function would be great. It'd be nice to set parameters for the line of sight on an object's properties, and then simply have an 'object can see [object]' event to run it all. Should save on memory usage too, when oposed to shooting out tons of invisible bullets for line of sight.

    • Tom
  • Nice one, good to see animations back in working order! Seems a bit less crashy than previously as well, although I'm still getting a crash if I try and move events around in the editor. I'll post a bug report.

    Cheers, Tom

  • Yeah, it's certainly not high priority, just a few additions I thought would be nice once the major issues are sorted. Also, I forgot you could actively change movements, walljupming should work with a ball movement on top of the platform movement. Nice one, cheers.

    • Tom
  • Hey, I've been messing around with the platform movement, and theres a couple of things that I reckon would be great additions.

    Firstly, it'd be great if we could se the speed of the object in a direction with an event. So the object can be moved around outside of the players control. I'd like to make wall-jumping, Metroid style, with the platform movement, and it seems impossible to do without a way to move the object independantly of the players input.

    Also, I'd like to see variable jumping. 'Jump sustain' sort of does this, but it acts wierdly. If you hold the button down, the object jumps the normal 'jump' height, with proper acceleration and deceleration, and then just floats upwards at a constant speed for the 'sustain' period. This makes for some pretty weird looking jumps if you rely too heavily on jump sustain.

    It'd be nice to have an option to stop the character bouncing, when the jump button is held down. It can be got around with a feet detector and a few events, but it's pretty annoying to have to set this up so the player doesn't bounce around with jump held in. I can't think of many platform games where holding jump makes the character jump continuously.

    These are just a few things that I reckon would make the platform movement perfect. It's already great, especially the slope control, which is a right pain to do manually. Anyone else have any suggestions?

    Cheers, Tom

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  • The Animation Bar is still pretty much broken, I can't change the speed of the animation at all, and if I try and copy frames, it crashes Construct. The only way I can slow down the animations is to import a frame several times, which is just far too time consuming.

  • Hmm, I can't get the animation speed to work at all. I select the angle of the animation,and I can change the animation speed in the properties, but it doesn't do anything. A value of zero makes the animation stop, anything else, and it runs at hyper-speed.

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chaosmaster

Member since 12 Jul, 2007

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