ForsakenBA's Recent Forum Activity

  • Are you using the latest stable release?

    Something like you are describing was fixed in a recent beta release. The problem was related to making image point changes immediately after loading a new image, that's why it seemed like it happened at random.

    You can give the beta release a spin and see if you still encounter the same problem doing what you do normally.

    If you don't usually use beta releases make sure to have backups of your project, just to be sure!

    Hi Diego, yes, I use the stable version. I will test the beta version and report back if I find the problem.

    Thank you very much for the quick response.

  • I don't know if it's happened to you, but every now and then and randomly, the image points I create disappear.

    I create a new sprite and set one or more image points and close the window. When I open it again none of the image points I created are there, they disappear.

    But it's something that doesn't happen all the time, so I can't reproduce it to register the bug. What I know is that it always happens with new sprites, the ones that were already created don't disappear.

  • Hello everybody!

    I'm looking for the rex Behavior sample file of Cars AI. The links to them no longer work. Does anyone still have them?

    I only look for the sample file. I already got Behavior.

    Thank you very much.

  • Track shifting example: dropbox.com/scl/fi/lni4b6qe6mxay8f18zocr/track_shifter.capx

    In this example I just show how to change lane which you can change the trigger based on your requirement.

    Very interesting. Thanks.

  • kongregate.com/games/PeopleFun/race-time

    In this game, the car moves on a fixed track. But if you accelerate too much, it leaves the track and moves onto the next one until it leaves the track.

    I know how to run on the trail. What I don't know is how to make this change of track when accelerating too much. Does anyone know?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • > EDIT: I discovered the issue from version 397.2. If Minify is in Advanced, Mobile Advert is not working, but if you change the setting to Simple or None, then it works.

    Thank you for reporting, it may be useful to other users.

    I myself do not use minification for android games but only for web and only Simple.

    Thank you also for trying to help.

    I don't have a github account to complain about the bug, and I don't intend to create one for that. Bugs in Construct only increase, and this way of reporting them on github doesn't help.

  • EDIT: I discovered the issue from version 397.2. If Minify is in Advanced, Mobile Advert is not working, but if you change the setting to Simple or None, then it works.

  • > I've already created a new test game and the banners don't appear.

    Banners don't show up in test mode, it's not convenient but it is.

    In test mode only inter-page or reward.

    Everything should work fine in the working version.

    You're referring to version r397.2, aren't you? Because in previous versions I always did the test and saw the banners with the test stripe normally. This has been since Construct 2.

    Regardless, people with the game without the test option marked are also not seeing the banners. I decided to downgrade to version 397 and the banners work again but with the deprecated error.

    Repeating what I already said, I didn't change anything in the code. It was working in version 397 and in 397.2 after recompiling everything stopped.

  • I have exactly the same problem. And the worst thing is that I updated 12 applications that were working but with the SDK deprecated warning and now NONE are loading the banners.

    I've already created a new test game and the banners don't appear.

  • thank you for all your answers.

    You mean event sheet, not screen?

    But for event sheets it's the same, isn't it? time only passes if they're loaded with a scene, isn't it?

    So how do I do that? because you can't load several sheets at the same time?

    Time passes the same for the entire project. Even so, if you want, you can import an event sheet within another by right-clicking and choosing the "include event sheet" option

  • Suppose your open world for now is a small farm with 3 crops: Tomatoes, Potatoes and Carrots, each of them will be shown on a different screen.

    In this example, each object has 3 values. Random X Position, Random Y Position, and Size.

    At the beginning of the game you create an empty Array for each of these objects. (X=0,Y=3)

    Let's assume that every 1 second a Tomato is "born", every 2 seconds a Potato and every 3 a Carrot. All with initial size 1.

    You create an event screen and write that:

    Every 1 second, Add 1 to the ArrayTomates (X+1), and insert the other values ​​in the Y positions of the Array (posX, posY, size)

    Every 2 seconds, Add 1 to the Potatoes Array (X+1), and insert the other values ​​in the Y positions of the Array (posX, posY, size)

    Every 3 seconds, Add 1 to the Carrots Array (X+1), and insert the other values ​​in the Y positions of the Array (posX, posY, size)

    Furthermore, every 1 second, all these objects gain 1 in size.

    When loading the scene, you will create the objects by reading the respective Array. If you are loading the Tomatoes screen, you are reading the Tomatoes Array. And it creates objects based on the number of lines that were added to the Array, the corresponding X and Y position and the size that is also there.

    In this example, you could also set a different harvesting time for each type of object, which would give money when it reached a certain size and would "disappear" from the Array, giving way to another (the same thing that is done in idle games)

    In other words, time in this case passes to all "screens", but you only create the objects in the scene that is active, but this does not prevent other elements from other scenes from evolving, understand?

  • Thanks ForsakenBA for your idea, I can see the gist of it but I don't totally understand it.

    There's still a question hanging in the air but I think the answer is YES.

    When I go from one scene to another, time stops, doesn't it?

    The confusion in understanding is because when you refer to time, it implies that you are asking about project time in general. But you basically want to know if objects stop moving when you switch scenes, and the answer is Yes.

    Another option is to not use layouts in the first place, if possible for your game. You can use layers instead, and hide visibility (and remember to account for controls or input so they do not work on invisible layers). This way, all your "scenes" are actually on the same layout and running, just hidden.

    oosyrag, your idea works, and it is an option. But I wouldn't do that because of the memory consumption. Although the objects are hidden, they would still be allocated in memory. Depending on the size of the project, this would be fatal.

    However, manipulating values ​​in an array is fast, lightweight and easy to manage. But I believe there may be several other solutions for this.

ForsakenBA's avatar

ForsakenBA

Member since 13 Apr, 2015

None one is following ForsakenBA yet!

Trophy Case

  • 9-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

11/44
How to earn trophies