konjak's Recent Forum Activity

  • Has there been some recent issue about this plugin where having several SpriteFont objects at once crashes the app (and maybe issues with destroying SpriteFonts).

    I had a well-working dialog engine that I returned to recently and now it's messed and doesn't work. Like it seems two SpriteFont objects that are copies of each other can't both show text, which I was relying on for my speech-bubble system (and not having to be limited to one bubble or so). It was working just fine before.

    Right now I am getting a non-event crash from SpriteFont in relation to different place I'm using it. It's in a menu, and two different (not copies) SpriteFonts are displaying text, and after I've done it the first time, one of them can either start displaying text wrong, or crash the application.... I can't really show a CAP as I can't nail down where this happens, and since it's a non-event crash.

    It relates to how MUCH text the other SpriteFont object (the one not causing the crash) has displayed earlier, but that SpriteFont has always been destroy and doesn't exist when the game crashes.

    EDIT: The text it writes relates to getting text from an array, I have no idea if that is messing things up somehow.

  • Can you compare/retrieve variable names? If you can't, that would be a nice addition!

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  • I think you're looking for the hash table object . For now you can get some basic encryption with the crc32 plugin.

    How could you use the crc32 plugin for that?

  • I assume you mean you have to create a key before you can set it, whereas AssArray created one if you set a key that didn't exist?

  • Pffffttt, calling me unattentive, are you?

  • I'd love for there to be some sort of plugin that lets you give it variables with names, much like MMF's Associative Array (referencing that damn program again), that you then can save to encrypted external files. Basically just variables for that object that are save-able.

    With an Array you can save and all, but everything is reached through the array positions. You'd make some sort of documentation of what goes where, but I think what makes an associative array easier is that you get a variable by its name. With an array you have to reserve spaces in it, and if you want to change maybe the amount of items a list can hold it would be a giant hassle to extend it if the list's values are stored in the middle of the whole thing. I guess multiple save files for one "save slot" helps, BUT STILL!

    It's an easy way to handle saving. I don't know if you can replicate that already, maybe with an INI, but are you able to encrypt anything in Construct?

    EDIT: I suppose one could make a Sprite and make its variables save to an array, and then you call for an array position's string to compare with the name of the variable of that sprite, somehow. Not sure if that would be slow though? And can an array store both strings and variables?

  • Yeah, but it has the ability to copy the mask of one frame to all others, I was fooled!!

  • It seems the crash I had was the same everyone else is pointing out in the 0.99.5 thread.

  • It doesn't work in a way where if you pick to make a frame's collision mask apply to all frames, it would act with that frames hotspot through all frames.

    Instead it does this strange pasting of that frame's mask into the size of the other frames' canvas, I think related to the top-left. The only way to make this work proper would be to make all frames the same canvas size, which seems like a lot of rules and guidelines (and waste of VRAM for frames that can be smaller) for something that could be as simple as "this animation frame (or animation) is the collision mask, hotspot and all" and collisions are checked against that frame's dimensions and hotspot each time.

  • Well, that seems another issue, and it involves "destroy", after all.

    EDIT: By the way, I'm even getting a crash from my most problematic event if I shoot a certain enemy, and I have no idea how to determine why it happens. Debugger tells me nothing, just that that enemy has a problem on a line that just sets a variable to the variable of another family.

    Maybe I should just make something simpler in Construct for now.

  • Of course my attempted example had no issue like that, like friggin' always!

    But it doesn't change the fact that both recent attempt where I've been trying to use families, the values screw up and I end up not being able to use it. I hate this. When I can't show the exact problem it of course can't be fixed, or realised if I'm the cause.

    EDIT: Yes, I use sub-events. What is the issue exactly?

    If anyone wonders how I came to the conclusion it changes the variable by index it's because an action in my game repeated as if the first value, not related to the Family, reset for whatever reason. That variable is not referenced at all in the code regarding the family.

  • Maybe I didn't make myself clear.

    • My problem is, say, I have these values in a Sprite: bump & lump
    • A Family is given these values: sing & dance
    • I proceed to make Sprite part of the Family, and sing & dance now follow bump & lump in Sprite's variables.
    • I have an event that sets the Family variable sing to 1.
    • Construct proceeds (as it seems) to set bump to 1, as it's the first variable to the Sprite, because Family's value sing is first in the list to the FAMILY, so therefore it seems to search for a variable by index, not its exact name.

    I haven't had time for extensive testing, but Construct is at least changing the wrong variables.

    EDIT: I'm gonna try an example file. My bets are that the same problem won't happen when I try to recreate it, like always.

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konjak

Member since 15 Mar, 2009

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