R0J0hound's Recent Forum Activity

  • Fixed, no crash and no check failure.

  • Use 1 if you want objects touching to be marked as connected. With 49 objects with a 48 pixel gap between them will be marked as connected.

  • To load the array data you created you need a array object. Generally if you use a certain object to create a file only that type of object can read that file.

  • Overlaps at offset would work good in this situation.

    + System: For each Block_Green
        + Block_Green: overlaps Green : offset (1,0)
        + System: OR
        + Block_Green: overlaps Green : offset (-1,0)
        + System: OR
        + Block_Green: overlaps Green : offset (0,1)
        + System: OR
        + Block_Green: overlaps Green : offset (0,-1)
        -> Block_Green: Set 'Connected' to 1
    [/code:15jad7z4]
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  • 3d as in rotation? You could do it by moving all the objects relative to the screen with some math. I thought that isometric games by nature did not rotate and scrolled the same as any 2d game.

  • It opens fine here.

    In the same folder as your cap construct creates ".presist" files. They can sometimes get messed up so just delete them.

  • With the latest here is the call stack:

    WARNING: Stack unwind information not available. Following frames may be wrong.
    kernel32!RaiseException+0x52
    Construct2!_CxxThrowException+0x48 [f:\dd\vctools\crt_bld\self_x86\crt\prebuild\eh\throw.cpp @ 157]
    Construct2!cr::GLRenderer::MakeCurrent+0x4e [c:\construct2\source\common\cr\glrenderer\glrenderer_windows.cpp @ 330]
    Construct2!ObjectTexture::GLReleaseTexture+0x150 [c:\construct2\source\ide\projects\objecttexture.cpp @ 391]
    Construct2!RendererLayer::ReleaseTexture+0x14 [c:\construct2\source\ide\rendererlayer.cpp @ 123]
    html5_exporter+0x1ea1e
    html5_exporter!ShutdownExporter+0x587e5
     [/code:1a3xihxs]
    
    After hitting f5 (go) c2 will continue to run like normal.
  • It still crashes for me with xp sp3.

    I ran it though windbg and copied the call stack at the point of the crash:

    kernel32!RaiseException+0x53
    Construct2!_CxxThrowException+0x48 [f:\dd\vctools\crt_bld\self_x86\crt\prebuild\eh\throw.cpp @ 157]
    Construct2!cr::GLRenderer::MakeCurrent+0x4e [c:\construct2\source\common\cr\glrenderer\glrenderer_windows.cpp @ 321]
    Construct2!ObjectTexture::GLReleaseTexture+0x150 [c:\construct2\source\ide\projects\objecttexture.cpp @ 391]
    Construct2!RendererLayer::ReleaseTexture+0x14 [c:\construct2\source\ide\rendererlayer.cpp @ 137]
    WARNING: Stack unwind information not available. Following frames may be wrong.
    html5_exporter+0x1ea1e
    html5_exporter!ShutdownExporter+0x587e5[/code:3uaarlj9]
  • {#} is zero indexed.

    It is showing {1} in the event editor because there isn't a 2nd parameter.

    Use {0} instead and it should work.

  • You can do most of your game with python, but you'll need to use events for stuff like triggers and all the system conditions. I'd say a full python game probably not feasible, but a hybrid approach, part events and part python, would work well.

  • I think I've found the formula to graph those curves. You could also use qarp or cubic but I was having difficulty getting a curve with the exact shape.

    http://dl.dropbox.com/u/5426011/examples3/bias.cap made in 0.99.96

  • I'm finding a problem with useing loops with subevents. I used for each and added a subevent to compare 1=5 (which should be never true). For some reason the subevent's actions are being run for all of the objects but one.

    ex: http://dl.dropbox.com/u/5426011/c2/bug.capx

    It seems to occur with any subevent condition.