feeblethemighty's Recent Forum Activity

  • Ok I'll make a bug report! Thank you. :)

    Just curious, do you think it might have anything to do with any plugins that I might be using? I'm using a bunch, including a 3rd party one called ProUI.

  • Thank you for your response! :)

    I just used the regular HTML5 export. I tried a couple of the minifying and compressing options, each with the same result. The version that is up on the itch page right now has no minifying or compression/deduplication on it.

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  • I have a game on Itch.io that I wanted to do some changes to, I thought I'd try and re-export the game with the latest version of Construct.

    It runs fine on editor.construct.net, but now when I upload it to it's Itch.io page (which you can see here), I'm getting C3runtime.js errors:

    Any idea what might be causing this?

    Tagged:

  • Ok, it turns out it was due to uBlock Origin I was using on Firefox. Adding itch.io to the whitelist fixed it.

    Perhaps there's a way to warn people if this is happening? Might do some research on this and post here if i discover anything.

  • Hi, I just tried publishing my game to Itch.io (link here, doesn't work past menu) and it seems like the AJAX function which works fine to load an array on my desktop, isn't working properly on the site.

    Here's what I'm using to load the array:

    Here's what the console outputs on desktop:

    Here's what the console outputs on the site:

    It doesn't ever make it to the console line "Completed loading of data!" :(

    pls help!

  • Sweet. I've been waiting for an example of this for a while.

  • This is pretty small, and maybe it's already in Construct, but for me it would be nice if there was some way to do templates. More specifically, every time i click "create new game" i pretty much always want the same set up. So, some way to save a "default.cap" that the game will always boot up when i make a new game.

  • Good build, best one yet. Though, I still feel like families are a bit glitchy sometimes.

    In a project i'm working on, i had a few shared private variables across a couple objects via a family. I later stopped using some of the variables, but if i try deleting them using the "add/remove private variables" link in the properties window, my game screws up. Everything works fine if i delete them using the "manage families" button in the top toolbar.

  • So, for anyone else having weird issues with the LOS behaviour, try making sure that the objects that have the LOS behaviour and the objects they are looking for are not Solid. That seemed to fix the problem i was having.

  • I'm using the latest stable build (99.91 i believe) and your cap works perfectly. But the code that i had, which was pretty much the same except for the else at the bottom of the Camera event sheet, it still does not detect the player when he is to the left or above.

    Would you mind taking a look at it? I can PM you the cap.

  • So, i've been trying to use the Line of Sight behaviour and it doesn't seem to work the way i think it should be working.

    Specifically, i have a grid based game and i want some cameras to detect a player only in the four cardinal directions, up, down, left, right. I thought that if i use code like "camera.x equals player.x" and pair it with LOS code like "if player is in line of sight of camera" then the camera should detect the player if the player is not behind a solid and only if the player is directly above, below or to the sides of the camera.

    However, if i use code like this, it works fine if the player is to the right and below the camera, but not if the player is above or to the left of the camera. I've checked the "line of sight angle range" and made sure it was at 360 but it doesn't work.

    Help?

  • I rather enjoyed your game! Nice overall retro feel, easy to play, feels really polished, etc. Especially liked the 3d background!

    One nitpick: make sure in the final release you make it possible to speed up the points tally at the end of each level. The reward for getting more points shouldn't be having to wait longer at the end of a level.

    Keep up the good work!

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feeblethemighty

Member since 1 Jun, 2009

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