Aphex's Recent Forum Activity

  • ask ... The Architect ...

  • i guess my real problem with the eventeditor is how events are added and managed, it feels so bloathed, like changing an object in the actions, you need to backtrack you steps to change it, then again go over the events you put in and then you changed your object, pheww..

    and also for example when you have an always event it would be nice if you could highlight this en just write first letter of for example every milisecond > enter > type milisecond > enter> done

    and in this context i thought importing text would be an idea to speed things up, but yeah a different aproach would be better, but all this cannot be done/changed for construct1 , i get it

  • the first point was just an idea, and dont see why it absolutly wouldn't work, and wouldn't have to type it in, just copy it from existing things, to me the eventcode is still a bunch of text/code with a different formatting

    what makes it so different is that there a so many existing functions to use that are directed to games and easy to understand,

    the ability to translate text to code would just speed up the creating of that code, but then again, so would import eventsheets or a faster way to add them

    ow yeah .. i think exporting to text is a must fix

  • well yeah i was thinking about that too, maybe it could work , if all unkown data would mark it at such and then you create it by replacing it or creating it.

    that said, i would just like to export everything to text, so i can print, review and maybe expand on it by using the right syntax so then i can concentrate on putting it all into construct , i feel that making the events can sometimes take you out of the flow

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  • im not aware of any good print method for printing out the eventcode,

    also the text copy doesn't work very good

    if there was a better copy function, you could optimize, plan and improve code in a text editor

  • you can "set pivot point" by events maybe that can help

  • using version 99.6

    about the debugger, yes its odd, but thats what i get, it like when you go tru all the messages of the debugger it doesn't crash, but anyways i will post it on the tracker, hope you can find something

    now when i think of it, since the upgrade from 99.42 construct has more difficulties with, destroying last objects of a kind (in some cases) and giving more alerts when doing eventchecking on objects that dont exist yet.

  • im a little discouraged by the many crashes ive got lately, seems to be no logic to it,

    like i made a simple counting var, works, linked to counter to background displace, it crashes,

    deactivate the displace event, still crashes, hu?

    when i try the debug , i got some of that "no sprite" messages, disabled some of them not all, my simple counter start working again,

    i tried preventing those messages by doing a count first if something exist, but doesn't work always, it still crashes untill you disable that event, (and worked before)

    also alot of the crashing bugs can simply be avoid by going tru the debug, and then it works

    loving construct but this is really a downer, when you just wanna make some progress doing basic stuff, but spending time on debugging something that most likely is some strange behaviour,

    some of you have same experience? how do you avoid events that works on objects that dont exist yet, maybe there is the problem.

  • maybe you could use the anglediff to have some sort of brake, the lesser the anglediff the lower the rotationspeed, when anglediff = 0 the rotationspeed should be 0 , so you wouldn't have overshoot

  • yeah great work on the plugin, love the shake camera, gives a reel nice feel for explosions

    about the debugging "bug" , i have the latest version installed,

    it also only happens when creating and follow camera in one step, if you disable the follow it doesnt happen,

    i tried setting follow after some timer but couldnt make it to work

  • nope, didnt work, all formations where constantly destroyed,

    i also gave the ships an formation group pv at creation , sorted by that, but then it crashed when the last ship destroyed, i guess its that damn bug again, when no objects exist and you loop trough it it crashes,

    how the hell do you check an object for to be zero when there has to be an object to count

    ill go back to my first implementation that has some error,most are destroyed, some are left behind dont even know why, but im loosing to much time on this one,

    anyway thanx for the help

  • thanx mipey for pointing that out,

    i have fixed that by inverting the code, and it works now,

    but ran in another problem when creating more formations

    so this is what i got now

    ships = 0 destroy formation

    +for each formation sorted by formation UID

    + inverted | formation uid = ship('idformation')

    • set "ships" to countmatching(ships)

    so i thought countmatching would only count the ships for the current loop,

    but instead adds to the total number of ships, any idea why this happens?

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Aphex

Member since 22 Sep, 2009

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