Dunkelseele's Recent Forum Activity

  • Thanks for the hint!

    Well, at least the math should still work, no? I'm sure I can rebuild the rest of it.

  • Hm, well, any chance to get a look at that cap again?

  • Hi!

    I saved my project (which went fine) and then got this:

    [quote:2pm0fvfk]---------------------------

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Failed to remove directory '076FA8B8' (32)

    Condition: false

    File: Projects\Project.cpp

    Line: 87

    Function: __thiscall Project::~Project(void)

    Build: release 42 (32-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 32)

    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.

    Maybe it will help someone.

  • It may be just me, but I think the way sprites are handled is still quite uncomfortable.

    The old image editor had the ability to load images previously generated by any other program. Now mspaint opens (for most Windows users), which, despite some useful changes in 7, is still not a serious program for game art.

    I would like to just chose "Sprite", click "Insert" and then have the choice wether I want to open external images already generated by any program or open up my default image editor.

    Even better would be the possibility to chose your default image editor just for C2. I may be able to change the default image editor for Windows globally by registry-fiddling, but this should'nt be required.

    Just some suggestions from my side.

    Best regards,

    No�l

  • Well I can't really tell what you did wrong, because I recreated your setup out of curiosity and it works like a charm. I added a ground and physics-behaviour just for fun.

    Maybe you will spot a difference that could be the reason its not working for you:

    http://dl.dropbox.com/u/12049513/Constr ... n_drop.cap

    Best regards,

    Noel

  • Hi!

    Short version:

    When I switch between two layouts, the objects that where placed on the first layout are gone, when I switch back to it. Why is that, and how do I prevent this?

    Detailed version:

    I have two layouts, solar system view, galaxy view. Stars in the galaxy view are randomly placed and named. If I click on a star, I save some information about it in a global variable (some times later it will be an array containing the info about planets and so on) and change to the "Solar view"-layout, which adjusts its contents according to the global variables. If I go back (via go to layout) all the stars I generated before, are gone! Why is that? What can I do to prevent this?

    As always, heres the actual *.cap I'm working on: http://dl.dropbox.com/u/12049513/Construct/GE/alpha.cap

    It works like described above.

    Please advise! Much "thank-you"s in advance!

    Best regards,

    Noel

  • Well that works. I do not fully understand what happens in your example, but I managed to port it to my needs and that is all that counts.

    Thanks for the great and fast help!

    Best regards,

    Noel

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  • Hi,

    I would do it as you already described, just laid down to events.

    At first I wanted to write something how to solve this, but then I decided to build a quick .cap, as this helps me most of the time. The functions you described are implemented in a most basic way, I'm sure more elegant solutions are possible.

    The .cap:

    http://dl.dropbox.com/u/12049513/Constr ... xample.cap

    Best regards,

    Noel

    EDIT: I just noticed that you wanted to have it more like a book, with the ability to click to the next site without disappearing. I suggest using animations for that. Set the animation speed to 0 and add every new picture as a frame of the animation. You can manually advance via "set animation frame".

  • Hey lucid, thanks for your tip! I knew that internal uids exist before, but the problem is that they are not given in - what humans would call - logical order. Rather theyre given rather randomly and mixed together with other elements on the layout. So it's hard to keep track of them.

    At the moment I numerate them while creating them, ensuring I got uids for 25 stars ranging from 1-25.

    But maybe there is any chance you can help me with my next problem? I will mark this one as solved.

    Best regards,

    Noel

  • Hi everyone!

    Short version:

    How do I load predefined entries (much of them!) into an array? What format does the file need to be?

    Long version:

    After being able to create a heap of random stars I now want to give them individual names. Each instance has its private variable "name", awaiting to be filled.

    I planned doing this with an array, that in turn I fill from a prepopulated list (textfile for instance). The problem: "Load from file" doesn't work OR does not work the way I though it would.

    I have a starnames.ini/txt with the following content:

    5653 Felis
    1947 Eridani
    6649 Chitra
    7801 Liu Xiu
    1954 Andromedae
    3504 Fornacis
    7245 Felis[/code:1l8hgza7]
    
    After filling the array with this file I print the array into a text-element, which promptly displays: "0". Nothing else.
    (Printing into the textfield is done by a loop "for i = 1 to Array.SizeY which loops the following: set text to Array(global('counter'), 1) and global('counter')++)
    
    So obviously I cant simply load a textfile into an array. I filled the array with some entries by hand and then used "save to file" just to see what structure it would have, only to get some unreadable hickup of chars and stuff.
    
    Can someone please help me on this? I found nothing by searching the forum for keywords "array" (which returned an error by the way [you can't search at the moment], probably too much hits), "file array", "load from file" and so on.
    
    Best regards,
    Noel
  • Hello,

    I did try a for-loop, but somewhat different and it didn't work. Your solution is the clever one because of the LoopIndex. Thanks for the lesson!

    Best regards,

    Noel

  • Error with the link. says the cap doesn't exist?

    I updated the *.cap, wrong path - sorry. It includes the most actual changes because I work directly with the dropbox-copy. Link again: http://dl.dropbox.com/u/12049513/Construct/GE/alpha.cap

    Here is an example for that first aspect that may be helpful:

    http://dl.dropbox.com/u/5426011/examples4/createOnObj.cap made in 0.99.97

    This pretty much is what I wanted to do, it's mostly like I did it. I will try to clean up my code and see what the problem is.

    Try the system condition "for each".

    Maybe I wasn't too clear about what I wanted to do... I need to give each of the created sprites unique values for their private variables and need to know when the player clicks on a specific sprite (they're some kind of "levels" and you need to get to the apropriate layout when clicking on them)... But I think I managed that by giving them a numerical ID as private variable right after the creation of every single one. It just don't work. They all have ID 0 except for the last one, that has a value = number of created sprites...

    Maybe some ideas (looking at the cap will help you more than reading my explanations I think) why this happens? Thanks for you help so far!

    Best regards,

    Noel

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Dunkelseele

Member since 22 Sep, 2010

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