R0J0hound's Recent Forum Activity

  • Pm me the capx and I'll see if I can fix it. It sounds like a problem encountered before where new objects overwrite old ones. Not sure how it gets like that but the problem as I recall is the capx has a number in it that defines the next object id to use. The glitch is when that number is lower.

    Anyways I think I made a utility to fix that somewhere on the forum if you can find it. Otherwise send me the capx and I'll take a look.

  • So does it display anything before it crashes? Like does it crash immediately?

    Apart from unstable things, like using the "or" condition, it sounds like something might be amiss with the capx itself.

    You said it happens after you add a Sprite and stops happening when you remove it. How about if you add an array object. Does it still crash with that?

  • I guess it would depend on what the runtime error says. Sometimes it's more descriptive. I thought it would say if you ran out of vram but I may have remembered incorrectly. However if removing the objects let the project run again that may be the issue.

    The editor itself uses vram too if any layout tabs are open. I had a pc for a bit that had a very low amount of vram so I had to close all layout tabs before right clicking the layout in the project toolbar and selecting "run layout". Also if you run in debug mode it should show the estimated vram usage in the toolbar.

    Moving over to C2 wouldn't give you more vram so you'd probably run into a similar issue.

    Now if adding another object at all, no matter it's texture size, causes the runtime error then there is something else amiss, not vram running out.

  • You can make the angle of motion change randomly a bit right after a bounce.

    Ball: is overlappin collider

    --- ball: bounce off collider

    --- ball: set angleOfMotion to ball.bullet.angleOfMotion+random(-5,5)

    If that's too much use a value smaller than 5.

  • Nothing looks out of the ordinary, it should work. I'm guessing the event isn't a sub-event of something. I'd still say that something else is going on like some other event causing all the claws to collide with the cutscenePoint or something. Of course that's just speculation.

    I guess the next step would be the capx or a simplified version of it with the same issue. That way we have something to work with and find the cause.

  • You can use the browser object to get the charcode instead of the keycode. It can't be a trigger, so instead a list of keys pressed that tick is made and looped over.

    https://dl.dropboxusercontent.com/u/542 ... rcode.capx

  • What you do is start the puzzle in a solved state then have it do 100 random moves to jumble it up, that way it's known to be solvable.

  • You can use text values too. Actually numbers and text are the only values you can use in C2 expressions.

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  • JackieChan

    Here's another idea for your list. Basically at the start of the layout the solid objects are duplicated to somewhere way off screen. That would be like a second collision layer where you can disable/enable the solids independent of what's on screen.

    So to use it here's the capx. Player1 is on the on screen solids and player2 is on the offscreen duplicate and a clone of player2 is positioned on-screen.

    https://dl.dropboxusercontent.com/u/542 ... sable.capx

  • Here's a list of ways:

  • It's the same key on the keyboard, so the keycode would be the same. I guess you could also check if shift held down.

    Here is a list of the keycodes reported by javascript, which C2 uses:

    http://www.cambiaresearch.com/articles/ ... -key-codes

    97 is Numpad 1 in that list.

    I think what you wanted was the charCode which could give you a 97 for "a", but the keyboard object doesn't provide that.

  • Ok, I had a look at the op and your capx since my previous post was about finding that setting. I don't see in what way the quality is bad. Are you referring to the art becoming slightly blurred because it's becoming bigger from everything scaling up so the canvas fills the screen? You could stop that by turning off fullscreen scaling by changing the project property "fullscreen in browser" from "letterbox scale" to "off".