C-7's Recent Forum Activity

  • Ashley Kyatric

    So I've done some very thorough testing and stripping down of my project to find the culprit. No such luck, but removing all of the text objects in my game lets me be able to run it as many times as I want without problem. Prior to this, I tried removing all plugins, all event sheets, all spriter files, and quite a few layouts and nothing made a difference.

    I can confirm it is not just a problem on my computer because the capx yields essentially the same results on other users' computers (rook, kyatric, and frenchyann so far).

    Removing all of the objects let me actually read the first C2 error I've gotten so far:

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    GetHICON returned NULL

    Condition: ret != NULL

    File: Projects\ObjectTexture.cpp

    Line: 556

    Function: struct HICON__ *__cdecl ResizeBitmapToIcon(const class cr::vector2_base<int> &,class Gdiplus::Bitmap *,int)

    Build: release 133 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    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   

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

    This error happens once I open several layouts. This leads me to think there is some memory threshold that causes C2 to no longer function. In the full game, it always crashes and the ram use is around 215,000 KB. With a ton of objects removed, it crashes around a similar level (though usually closer to 230,000 KB) but gives the above error instead. So far, removing all text objects seems to be the difference between an actual error message and total UI meltdown. I have 4 GB of ram and 1 GB of vram, so I wouldn't think this would be enough to cause issues.

    Previously, all errors were "encountered an improper..." and sometimes a resource error. I haven't been able to create a minimal capx to isolate the problem. Text objects alone don't cause it alone. They do, at times, seem to prevent C2 from properly displaying an error. But all of the errors seem to occur when I get between 215,000 KB and 220,000 KB of ram use in Task Manager.

    I'm going to try to make another capx with about that size of ram use (c2 editor, not runtime), but that will take longer than I have available tonight.

  • Here, I made a capx and I've hosted an example of it in action. This should cover about all you need--it's how I would do it. Things to note:

    -I set that layer to "force own texture"

    -The lighting object that handles the opacity is "Destination Out"

    -The lighting object that handles color is "Additive" at like 25 opacity

    Hosted Example: http://adamprack.com/examples/coloredlights/

    Sample capx: http://adamprack.com/examples/coloredlights/colorlight.capx

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  • Destination out purely takes the opacity of your image (per pixel), and applies that essentially as a transparency mask. You'll need a second light object that is blue to tint. It isn't that it's changing it to white, it never showed color to begin with.

  • I enjoyed it! I'm really impressed--it's one of the better-looking C2 games, I think. A few things I noted. I think the problem with the tutorial is its too long and not really all that interesting in each segment. Integrating it into the first level somehow seems like a more elegant solution, I guess.

    The rocks that you jump on are sometimes unclear about what you can and can't step on. Sometimes I expected to land on something and passed through, other times the opposite. Maybe I suck, but the red guys really were a challenger once they started spitting. I know its a mech, but it may feel better slightly increasing the bullet speed (or size) and letting you decelerate just a tad quicker. It would make things feel tighter without losing much essence to what you have, I think.

    Fantastic work so far, I look forward to seeing it further along!

  • I hate to resurrect an old thread, but this is the only other person I've yet encountered with this problem. I get it absolutely constantly to the point that I have about a 1 in 10 chance of successfully previewing my game. It kills the C2 editor UI exactly like the screenshot and then all text is broken in the actual game. It shrinks the size and only includes little bits of it. Or none. The worst part, is it happens during an export, too. So I can't even ensure a working exported version.

    My specs are as follows:

    Intel Pentium D 3.2GHz

    4 GB ram

    AMD Radeon HD 5850 with 1 GB

    Windows 7 64-bit

    I'm willing to share a capx through pm only. I can't reproduce it with a minimal project, largely because I think a bigger project is what might cause it. It happens eventually from regular use, typically while editing events, but it takes a while. It happens nearly every time I press run or export. It wouldn't be quite as awful, but it sometimes makes the previewed or exported game faulty, too.

    Please let me know if someone is willing to take a look at my capx and see if that's the problem or if I really need to suffer through until I could possibly afford a better computer.

    The drivers are up to date, I've tried several different drivers from different time periods and it always happens the same. I'm running their latest beta driver--13.6 right now, so I can't go any newer. Older drivers do the same thing, though.

    Kyatric Ashley

  • Just remember that the family sorting method won't play nice with a combination of sprites and tiled backgrounds. But if you keep it to one object type, you should be good to go.

  • Yeah, it crashes on preview and, less often importing an image, like clockwork. C2 freezes during backup for me sometimes, too, though. I just use my own methods of backing up, but I could see a check box being useful for some so they have the choice.

  • It looks like a good start and sounds like a good concept. Be sure to keep at it and keep us updated! It's quite fun making an rpg in C2.

  • For people in the closed beta or wanting to be:

    The new update is live! Here's an incomplete list of changes and fixes for version 0.01b:

    -Can abandon deliveries (drag delivery to trash can). Currently works on locked storage units for testing, won't in public release

    -NPCs check if you have enough storage space before giving you a delivery

    -Access to mansion. The room on the right on the bottom floor does not sort properly with the wall--it will like the second floor does.

    -Press escape during intro to skip

    -Added tooltip for all menu items and a unique description for each delivery

    -Added icon that floats over whichever NPC is speaking

    -Running guy in the business district stops for you now

    -Cannot click on doors or other NPCs if the menu is out

    -Updated Lysta so she isn't a pile of body parts at the top of west pinesboro

    -Fixed missing collision wall on lower-left of business district

    -Delayed creation of mouse text and health bar to avoid them popping in before the fade happened at the start of each layout

    -Fixed typo in [?]/Help icon

    -Increased size of clickable area for the Advance/Play arrow

    -Adjusted where the inn stairs transition occurs (from top to bottom of stairs)

    -Adjust worker's text to reference May instead of the nondescript "month."

    Note: Tutorial stuff is coming, but is not the focus at the moment.

    Note: Body parts crossing are essentially unavoidable at this point. The NPCs will be made solid soon, which will alleviate some of it, but it can't be fully avoided currently.

    Note: No, the people in the Inn at night don't talk yet. They will.

    <img src="http://www.adamprack.com/materials/chara8.png" border="0" />

  • C-7

    Looking forward to it! And well done in meeting your personal deadline.

    One pre-test comment to start the ball rolling; in the pic above, the woman leaning on the table looks strangely positioned, as the shadow makes it look like she's stood in front of the table and couldn't be leaning on it from that angle. It might also be a perspective thing (moving her up a bit might help). Anyway, the rest of the scene works well; nice character designs and scenery.

    Hah good point. I was trying to make her avoid the chair--guess I can just move the chair and move her up.

    We had a successful first night of beta--they found some bugs I wasn't aware of yet and some good reminders about missing tooltips and tutorial elements.

    Everyone has told me performance is pretty good with only one area that slows down a bit. I'm excited about it and I'm glad it's working so far!

    So people are aware, this week of beta includes the town, and at the end of May I should have the dungeon area ready to go.

  • The closed beta starts tonight (Friday night)! I have just a little left to do and I'll send out the access password to everyone who has joined up so far. If anyone is willing to help test out and play the game early, PM me with your e-mail and I'll get you in!

    <img src="http://www.adamprack.com/materials/inn2.png" border="0" />

  • Thanks for the support, mineet

    Two days to go until closed beta! I have a little bit of music left, some sound effects, and a few small website issues left to get done! I'm excited.

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C-7

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