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  • Max,

    you forgot to specify the question like ..

    can i do this without rewriting my events in the .cap you will find at

    the answer is: yes, but rather not.

    You will have to start using containers, as i stated already to simplify the pick events.

    Due the way your events are organized, and because i did not see to much beginner errors in your . cap, i assumed you was already on a higher level then i am.

    Now i know better.

    May i suggest you read the beginners guides i wrote, while i come up with a new topic about using containers.

    After i finished this topic, i come back to your question, if you did not find the answers by yourself already then.

    Greetings.

  • Tibian.

    No one can really help you with this at the moment.

    The error R6025 is one of those general errors, created by Microsoft to give you a clue,

    but confuse you about possible solutions.

    Its to general to know where to start.

    This error can point to:

    Bill Gates having a bad hair day.

    Hard ware problems.

    (you video card could be to old to work at least nice with direct X 9)

    Bad programming in Construct.

    So it dont get along with every possible hardware/ possible windows combination found on the whole world. (in my eyes this is impossible anyway, so scrap the 'bad')

    3th party software sitting between the calls the program is making and the Hardware/Windows executing them. The bad actors in this are usually 3th party codecs.

    Spyware often can cause problems like this. Also viruses. They often redirect calls made to the system and hardware, to do there nasty thing, based on normal actions done by the user.

    It can be caused by security software being over active, killing processes and library's needed to run Construct properly.

    It can be caused by library's not been registered and not loading correctly.

    It can be caused by so many things, there is no point to start.

    Do i want construct to work with every video card, old or new, ever build ?

    God no, thats so impossible.

    Do i want construct to work with any Windows set up ever done on any computer ?

    Oh god no, thats so impossible.

    Sorry in advance for being hard and cruel ?

    If you think your system is clean and working well. U can try to bring up a cmd window.

    And execute the follow.

    sfc /scannow

    reboot

    Will it work ? i dont know. You shall see.

    What videocard do you have anyway ? What windows to you run ?

  • Towards math haters.

    (i am one of those)

    Just place Instances of an Object outside screen to represent the "possible places".

    Lets say: I want a random number between 0 and 10 step 2.

    That are the numbers 0, 2, 4 ,6 , 8 and 10.

    IN this .cap i place on object with its X on the possible numbers.

    Placing those using the "array past" only takes like 4 seconds of your time.

    Now just randomly pick one of the objects, and use its X for the random number you need.

    And ! this is truly random.

    Or take this . cap

    Where i used the "array past" to place objects outside screen, to present possible places on the screen by a step of 10.

    Just pick a random object for the X, a random for the Y, and feed this to an object that you want to appear on the screen by a 10 * 10 grid.

    Or take this .cap

    We need to create objects on random places on the screen. But grid related and on empty places.

    Just use the "array paste" to create the possible places, marked by an object.

    Pick a random of one of those objects. Create the object on that point.

    And destroy the place as possible place, by destroying the object marking the place.

    Math is a big help, but its not every thing. : )

  • ...

  • Towards math freaks.

    (music was my first love, math will be the last)

    Lets build the formula for random step by step.

    Random(c)

    c? Yes i dont use 'x' for now. To make you understand that the number we feed to the random function is not coordinate, or height, or any absolute number.

    But a count of numbers.

    If we need a number between 5 and 7, the count of numbers between them is 3, namely 5, 6 and 7.

    I am aware that i leave out the no "whole numbers" to simplify.

    So 'c' stands for a count of numbers.

    The count of numbers between 3 and 10 = 8. (3 4 5 6 7 8 9 10)

    Or to stay in math. c = The end number - starting number + 1

    e = end number

    s = starting number

    c= e - s + 1

    so now we are at

    Random(e-s+1)

    Need a number between 0 and 1 ?

    Random(1 - 0 + 1)

    or

    random(2)

    Need a number between 0 and 7 ?

    random(7 - 0 + 1)

    or

    random(8)

    But that dont give us the answer for when we need a number between 5 and 7.

    To solve this we random the "count of numbers" and add this to the start number.

    or

    Random(e-s+1) + s

    so again, need a number between 0 and 7 ?

    random(7 - 0 + 1) + 0

    or

    random(8)

    but if we need a number between 1 and 7 ? !!

    random(7 - 1 + 1) + 1

    or

    random(7) + 1

    need a number between 50 and 60 ?

    random(60 - 50 + 1) + 50

    or

    random (11) + 50

    there are 11 numbers between 50 and 60 + the 50 where we want to start of with.

    But now there is a last thing to bring into the formula. The steps.

    Suppose we need a number between 0 and 10, but in steps of 2.

    That are the numbers 0, 2, 4, 6, 8 and 10.

    The count of numbers is here 6. (You can point with you mouse to the numbers and count them.)

    Allow me to use 'd' to represent the steps (the greec delta), i have "s" in use already.

    so again.

    c = ((End number - Start number) / the steps) + 1

    or

    random(c) will be

    random( ( (e-s) / d ) + 1)

    And just like when we want the result to start counting at a certain number.

    We need to translate the count of numbers back to absolute numbers

    or

    random( ( ( ( (e-s) / d ) + 1 ) ) * d ) + s

    need a number between 0 and 10 in steps of 2 ?

    e = 10

    s = 0

    d = 2

    random ( ( ( ( (e-s) / d ) + 1 ) ) * d ) + s

    random ( ( ( ( (10-0) / 2 ) + 1 ) ) * 2 ) + 0

    random ( ( ( ( ( 10 ) / 2 ) + 1 ) ) * 2 ) + 0

    random ( ( ( ( 5 + 1 ) ) * 2 )

    random ( 6 ) * 2

    random (6) * 2

    need a random number between 10 and 630 in steps of 10 ?

    640 could be width of the screen.

    We stay 10 pixels from the left edge. And 10 pixels from the right edge.

    So we need a number between 10 and 630 in steps of 10

    random ( ( ( ( (e-s) / d ) + 1 ) ) * d ) + s

    random ( ( ( ( (630-10) / 10 ) + 1 ) ) * 10 ) + 10

    or

    random((63) * 10) + 10

    Hope this helped some out.

  • Stupid is ok. If it was not, i woulda coulda shoulda retire.

    As i pointed to already. I am not interested in the Platform behavior yet. I barely know how to sync up the Ball behaviour with the events. So did not read whole this post very trough.

    I only downloaded the last .cap. And saw that it is, well to call the cow a cow, its BS.

    I hope that, besides all comments you would like to make about me and my style, i hope you

    understand how and why it is a crap .cap.

    And i felt like reacting strong, before some beginner takes it as example, and runs into problems that lead to giving up construct.

    The multiplayer side ? i think Ashley is assimilating this for some time already. It will be a total new, and consistent system. I doubt that anything implemented in construct at this point will be part of that system. Better hold your horses on that play field ? For now ?

    My guts say, we will be surprised about the next release.

  • OK,

    You can not use Behaviors properties in expressions trough a Family. Lets accept that at this moment as a fact. Ashley added Behavior tabs to the Family's in the condition and action wizards.

    Maybe he overlooked the expressions. Or he has no plans to.

    But,

    Besides the fact that you can not do it the way u try, i wonder about the "why".

    Why would you want to move 3 objects as they are "player objects" ? You bring yourself in deep problems in that .cap. Because, well, how to explain ?

    1/

    You want conditions that are made to be a flow condition to act as a pick condition.

    Flow conditions are true or false. When true they execute there sub events and actions. When false they dont.

    Pick conditions pick a group of objects (can be a family), filter according the condition, and pass the filtered object(s) to the sub events and actions.

    What u have there,

    System: Sprite[Platform].VectorY Equal to 0

    is comparing 2 values, when the comparison is true, the action will run.

    Thats what it is designed for.

    So the action

    Blue Set gravity to 0

    Will set all Blue's gravity's to zero. ALL Blues ! When the comparison is true.

    You can see that if you delete the other 2 "Blue Set gravity to 0" actions.

    So even if you could access the behaviors properties trough a Family, your events dont do what you seem to expect.

    Of course, if the action directly addressed the object "sprite" then it would work, because there is no need for a pick event then.

    But since you insist to work with a group of objects, represented by there Family, you need a pick event. The correct pick event here would be :

    Blue: compare a behavior propertie. Close to the conditions we have already as there are:

    Blue: compare x position ... Blue: compare private variable ... etc

    Now well, we dont have that condition (yet).

    So its the same problem. Yes is exactly the same problem. Moment we have the condition, expressions will be available too.

    You understand ?

    2/

    You have 3 instances of the same object Detector. You have 3 totally different objects.

    They way you snap there X's to each other works more by incident then by design, or good coding.

    Just duplicate one of the faces, as clone or as instance, dont matter. If you do as clone, dont forget to bring it in the family blue.

    And before you run it, try to predict what will happen.

    You see ?

    3/ why promote 3 objects to "player objects" ?

    4/ i would make you a .cap with a nice work around. But, in my learn curve, i did not reach the Platform yet. Because in my eyes, what use is it to not understand the events completely and dig my ass in the behaviors. So i dont understand the platform behaviour yet. I am sorry.

    But i am sure, if you understand what i just told you, you will see the light and come up with a solid solution.

    Although, just theoretical, i dont see practical use in 3 player objects.

    j0h

  • I can see that you are very annoyed. That video with this thousands of % to load is a pretty funny error message though.

    At same time i dont understand why you get all the crashes. Me myself i have a crash on closing Construct, but because i run vista, the crash is handled flawless. Yesterday i had a crash on trying to frame an animation. But that is about it.

    I have no idea what's going on on your system. Could i see the .cap of with those 4 layouts ?

    There are some little things that i dont do anymore.

    Like, Copy a object, paste it into another layer, and delete the object on the layer where i copied it from. It looks like deleting the first object created with a certain sprite will be the object holding that sprite for all clones and instances. I am not sure of this. But i think thats what happens.

    I will not copy objects from 1 layout to another for the same reason.

    I will not copy layouts, because i feel its tricky. And i will try to do as much as possible in 1 layout. If i plan to make a openings screen, then i will create that opening layout with a temporary click trough to the next layout, where it all happens.

    Maybe you need to, when starting a project, make like 15 layouts at moment you create the direct X game ? 1 or 10 layouts to much will not hurt ?

  • Thx Jay

  • To continue.

    Main Layout

    line 1:

    Using A container for Tanktop and Tankbottom will also make the creation, as you have done, more simple. Only have to create One of both, and the other gets auto created by the system in an urge to always have complete Containers.

    line 2:

    I use Layers to Z-order simple orders like those.

    lines 21 and up

    I prefer to do the keys different,

    On key M pressed, i would set 'weapon-selected" to "Landmine" as you already do. I would move all those key input triggers up in the sheet, so there are visible and noticeable. And just like you i would test 'weapon-selected' later on to take action. But you dont do this for the trigger "space is down".

    I would also make a variable to go with the space bar action. Move it up in the sheet by the other key conditions. And test conditions based on the variable set to "fire" later on in the Sheet.

    Now you use 2 systems

    If you want to to limit key input in some stage of the game now. Then its not easy to keep the actions and sub events that go with the keys from executing. Especially because you use two systems at them moment. Different for space bar then the other keys.

    Lines 35 and up.

    You could use a family for all the different bullets here. Every Conditions has basically the same lines here.

    See, if you use a family for the bullets, ..

    The condition "On collision between family and Enemy" ...

    Takes all the Family objects, (the bullets) ....

    And will filter out all the bullets that are not colliding with enemy from that picked group ...

    Then takes all the Enemy objects ...

    Will filter out all the Enemy's that are not colliding with Family ...

    And only the objects that pass the filtering go to the sub events and actions ..

    If there is no collision then there is no object to pass to the sub events and actions, so there will be noting run ...

    If there is a collision, the 2 objects involved in the collision will be passed to the sub events and actions, they will be set "picked"

    If the action says "destroy family", not all the objects in the family will be destroyed, only those that are set as "picked", those that past the filtering.

    I do love that TankTread, btw.

    The Zap sound. Could it be. In event 56 you give the enemy tank a target.

    And a little later in event 61 u tell it to zap when there is a target acquired ?

    This all is not to break your creation down, you asked for an opinion.

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  • Someone be so nice to explain "hotspots" to me, as can be find in the import frames interface.

    ty ty

  • Yesterday, i had an animation (PNG) that made construct crash when importing it as frames. I cropped the animation 2 pixels, and it got accepted fine. I just tried to reproduce this. But i cant.

    Was pretty annoying though for a while.

    But i cant reproduce your bug too. Add a sprite ? But dont load an image in it ? And then add a animation ? Just scales the animation here to the empty bounding box.

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TheInstance

Member since 5 May, 2008

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