Shady's Recent Forum Activity

  • Another issue. Since I can't do much progress in my game as of now, I tried testing it on my crappy laptop to see if what I have so far works. It runs at around 15 FPS and the camera goes completely wonky, where it shifts back and forth (in a jittery manner from 0 to ~6000 on the X axis). I then replicated it on my PC where I capped the frames to 25 FPS and the same thing happened... it's kind of like a reverse dampening effect, where the jitter starts off slowly but increases rapidly.

    Once in this immense jitter mode, if I move the window with the mouse cursor the camera freezes at a location (eg. x=6000). If I resize the debug window and leave the mouse clicked for a few seconds it resets the scroll location to that $ thing, but I think that's unrelated to this.

    Same thing happens with 30 frames but at 35 frames, it just shifted like a pixel or two back and forth. I think it's safe to say it's dependent on the frame rate. At 37, the jitter isn't evident anymore.

    I'm think you may have your hands full at the moment with that $ bug, but since this bug is dependent on framerate it may (or may not) help you with solving that bug too...

    Additional info: this happens during a cutscene where the camera is zooming and scrolling to another object at the beginning of the layout. I'll be happy to provide anymore if need be.

  • (EDIT: SOLVED)

    This error has caused a major halt in a game which I was so adamant in completing. It's been a week now and I still have not the faintest of clues why this is happening.

    When my character is attacking on a layout called 'Level One' his attacks are fine and smooth, as it should be. When he attacks on a layout called 'prologue' or 'courtyard', the beginning of the jump attack is jumpy.

    Example:

    <img src="http://i42.tinypic.com/9jztyb.jpg">

    (graphics are incomplete)

    Here's the issue:

    • Both 'prologue' and 'courtyard' are clones of 'Level One' and use the same event sheet ('main'), which includes all other event sheets such as 'Attack', 'Level' and 'Damage'. So event sheet is not the problem from what I know.
    • All I've added in the new layout is an additional tileset, but this error happens when the user is on the original tileset too.
    • All three layouts have the same character sprites as it is a clone afterall.

    I just cloned 'Level One' and ran it, it worked fine. I then deleted half of the level, leaving only the first half and the issue sprung up... I am stumped.

    I've been trying to think of a solution for a while or a possible cause but I'm close to a dead end. The only thing remaining to do is delete my level section by section and see if I can find a solution through that... it's pretty big, so it's going to be a tedious task.

    Has anyone else had a similar encounter? I'm kind of reluctant posting the .cap file in public, but if anyone wants to help I'll send it via PM. Any help would be greatly appreciated!

    ... I was supposed to have posted a demo by the end of next week too

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  • There's already a shortcut key? Mind Blown.

  • Okay, so far I've been able to use the layout function successfully. I have been able to integrate it into my game, where you talk to some random blokes and have the opportunity to play a minigame like 'guess the number' or 'target shooting' (to raise money to enter a tournament).

    No errors and all works well so far. The only thing that's a letdown is the Layouts Object is too bare and unfortunately seems to be ignored. It's lacking some very simple features, such as changing the layout it displays in real-time through the events sheet. I tried doing so through Python, but failed... what I'm doing now is creating a new object for each layout I want to display, which isn't very efficient at all.

    A really great tool which has so much potential. Now that I've experienced its capabilities, I may have to use it for my in-game menu.

    I'm just wondering, do the creators make the code available for such objects? I doubt I can do much anyway since it'd probably be coded in C++...

  • Well, it ain't gonna get better without anyone using it! Thanks for the information guys. I'll try to implement it into the upcoming demo of my game which should be released in a month. I'll post any errors here (and on the tracker).

    EDIT: Issue one: Cannot change the Layout being displayed via events, meaning each minigame must need its own layout object. That complicates things... (well, time to put my shallow Python knowledge to the test!)

  • I was wondering, just how reliable is the Layout object? It seems that it hasn't been touched in a while and it also doesn't have an event where one can set it to activate/deactivate, so is it safe to assume it hasn't been completed yet?

    I want to use it to incorporate simple mini games into my game, which will be the simplest approach I can think of. I tested it, it ran fine, but is there anything I should know about before creating half a dozen minigames utilizing the Layout Object?

  • Something I've been working on today. Took me a few hours and was pretty much a challenge to see how much of Construct I've learned.

    Last night I actually kind of thought of trying to make destructible terrain (not deformable)! I know it's simple, but here's the catch. You can draw the level, press enter and it generates it! Pretty interesting and there's probably a much better way to do it, but it was kind of fun.

    First draw the level (with a pen tool created through events):

    <img src="http://i40.tinypic.com/23s6r6e.jpg">

    Then hit enter to generate the level:

    <img src="http://i41.tinypic.com/jrffom.jpg">

    Then Destroy!

    <img src="http://i42.tinypic.com/5dnguw.jpg">

    You can't really see the destroy process through images, but that purple orb drops bombs and which deletes whatever it comes in contact with.

    Here's a more solid preview of the program:

    <img src="http://i39.tinypic.com/ve3kie.jpg">

    <img src="http://i39.tinypic.com/1ze9lzr.jpg">

    Right now it was just for fun, but if a multiplayer plugin ever comes out, I have big plans for this (no, not a Gunbound-esque game or anything like TONKS, but remotely similar concept).

    I have two others projects which I'm working on, one which I've been working on for a couple of months (long-term) and another which I started yesterday (to test myself at first, but now I'm turning it into a tower defense game with a twist). The latter is going to be 720p, so I'm going to really focus on getting this high-resolution game somewhere. I'll try to post more screens of them when I progress.

  • I just downloaded this and it has so much potential. The terrain effects are pretty damn awesome too.

  • A weird glitch is happening when running my game in debug mode using this plugin. On all my layouts it runs fine when I preview it, but when I try to debug it, the scroll position gets set to (-1.$, -1.$) and obviously makes my game unplayable. The mouse position is also locked at (-1,-1)

    I've isolated the problem to the Advanced Camera Plugin by disabling it and enabling 'Scroll to Object', which works fine in both debug mode and preview mode.

    This plugin has been great so far and is crucial in my games, as I use it for cutscenes, so it's going to set me back quite a bit if no resolution can be found

    Any help appreciated

    • Shady

    EDIT: Actually, my other layouts work only when I select them through the debug window, but the main one doesn't work. The only difference between the one which doesn't work and the one that does is the amount of objects on screen. The one that doesn't work has over 1000 objects in the layout while the others have below 400.

  • Do you think it's possible to implement an encryption library made in Python to encrypt things like save files outputted to a text file?

    Since I'm going to learn Python soon, I was thinking of creating a plugin which created a virtual text file incorporated inside the executable which data can be saved to. But instead of waiting a year before I could even attempt that, using an existing library to encrypt save files and not making them easily editable will be pretty neat.

    http://www.freenet.org.nz/ezPyCrypto/

  • Just realized a glitch present in previous versions. When copying a bunch of objects and pasting them on a zoomed out layout (e.g 50%), the objects do not get pasted near each other, but there is a large gap between each one.

    I'd post it on the tracker with a cap, but I'm in a rush to get to Uni! I'll do a quick diagram here

    OOOOO <---- objects near each other
    
    O   O   O   O   O <---- objects pasted when the layout is zoomed out (<100%)
    
    OOOOO <---- objects pasted when the layout is normal size[/code:v36jjsxf]
    Hope that made sense!
  • Thank you! I was concerned with my game having 14 megs of VRAM in one layout which was only half complete, but it looks like I shouldn't worry about it too much anymore.

    By testing a game on a lower-end system, how low end do you recommend going? My laptop with integrated graphics can only run it at an average of 15 fps, while my sister's computer which has a Geforce MX4000 (or something like that) get's 60 fps. Should I just ignore the laptop's performance?

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Shady

Member since 22 Jan, 2009

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