Tokinsom's Recent Forum Activity

  • Yeah that would be pretty nice. I don't see why only certain behaviors can be activated/deactivated. On top of that, you can only change certain behavior properties via events, instead of all the ones you'll find when editing the behavior in the layout editor :T I want to say they're just unfinished but this is how it was in CC as well so eh.

  • Was working on my game, went to preview, got an error. I didn't mind it and just restarted C2. Now I can't load my game. I get the following error and then C2 crashes.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot find project file for animation frame

    Condition: FileExists(GetProjectPath().c_str())

    File: Projects\AnimationFrame.cpp

    Line: 188

    Function: void __cdecl AnimationFrame::Load(const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 69 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 3)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

    Please help! I can PM the .capx if necessary.

    Also, if I click retry or ignore then C2 doesn't crash, but I get like 3 other errors. 1 refers to a possibly corrupted .png used in one of my background objects. I didn't understand the others.

    I have a previous version I can restore but it's about 3 days old. There's quite a bit missing. (I should start working slower :P) Also there's no guarantee I won't end up getting the same error a while after restoring it, right?

  • Due to the inability to create my own level editor at this time, I've resorted to using Tiled and exporting the levels as large images. I then place collision tiles and such in C2's layout editor.

    My question is, what's the max image size I should be going for? I don't have any old computers or cheap laptops to test these out on, so I'm kind of in the dark here. I'm just worried they will cause some performance issues.

    My largest level image as of yet is 4096x224, but I plan to make some larger ones. What do you think is a reasonable limit?

  • Could you please add the ability to activate/deactivate the platform behavior?

    Since there are no families yet, I've been making all of my enemies out of a single object. It's working well so far, but being unable to deactivate the platform behavior for non-platform enemies is causing some trouble.

    Also, there was talk of a "jump-through platform" behavior a little while ago. Any idea if that will make it into the next build? I've made my own jump-through platforms by deactivating/activating solids depending on the player's position, but this won't work with platform enemies.

  • You might want to try using separate sprite objects for collision masks. For an enemy or your player, use a yellow box. This is your collision mask. Now have the sprite mask always set to 0,0 of the box. Tada - perfect collisions. The built-in collision masks are only good for platforms, bullets, collectables, etc.

    If your enemy uses a melee weapon, then do this..Add the enemy and all of his animations. Then, make a clone of the enemy. Now, erase the enemy from one object and leave the weapon, then erase the weapon and leave the enemy on the other. Now, always set the weapon position and angle to the enemy's. Tada- The weapon is now perfectly in-sync with the enemy and has it's own pixel-perfect collision mask.

  • Yeah your animations are conflicting. I normally have multiple groups for animations, then toggle them on or off so they don't conflict.

    Try putting all your 'basic' animations in a group like walking, idle, jumping, falling, etc. Then put your attacking ones in another group.

    When you attack, deactivate the basic animation group. When the attack animation is finished, or your attacking value is 1 but the animation is not playing, re-activate the basic group and deactivate the attacking group.

    You can also just add more conditions like "Play idle if attacking is 0" but that can get messy.

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  • Awesome! I mean there's always joytokey but whatever :) It's nice to have in-game control configs.

  • "Is object on-screen" doesn't work if the object is invisible. Is this intentional? It didn't to that in CC. Kind of makes it difficult to use invisible triggers, enemy spawners, etc. I've worked around it by giving each one an empty second animation frame, but that won't work forever!

  • I want to say that's intentional but I'm not sure..

    Also, but reports go here.

  • I thought there would be a lot more entries than this :< Anyone got any projects they haven't revealed yet?

  • Depends on how you currently have it set up. Please be a little more specific and we can help you out.

    If you're using every x seconds, replace x with a value that is subtracted from every now and then (but make sure it stops at some point; can't have moles popping up every millisecond!)

  • Those plugins being in the list doesn't mean they're in your game. If you added them to your project, you can remove them from the objects list like you would normal objects, like omgitburns said.

    Otherwise, if you want to 'uninstall' a plugin for whatever reason, go to

    C:>Program Files>Construct2>exporters>html5>plugins

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Tokinsom

Member since 6 Jun, 2010

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