ConraKojiro's Recent Forum Activity

  • I tried taking a stab at this a while ago because I couldn't do it so I deleted the events for it.

    My game is 800x600, and the player is a 50x50 sprite fixated in the middle. But if someone presses start on a second controller. Player 2 will pop in.

    But then I want the camera to switch modes so it doesn't just follow Player 1 anymore. So if both sprites are within a 400 pixel radius of each other it will be like single player but if both players are more than 400 pixels away from each other then it will zoom out to compensate. I want the game to rely on teamwork when using splitscreen so if you get too far away it'll be hard to see your character and enemy / enemy bullets. But when I try to zoom it zooms my HUD out too (I have my HUD on a separate layer with a parallax of 0.) and even the smallest change zooms the camera really far out.

    Any suggestions?

  • It was a mistake on my part, in my previous object I had "set position" when I changed to my new 9-patch I had selected set y without realizing, so 50 was meant to be my X not my starting position for the y value since lerp requires (first position, seconds position, duration)

  • The problem is where the actual sprite is positioned, it's the actual x,y of the 9-patch itself, my menu is at the lower half of the screen, where as the 9-patch is setting it's y value to overlap the title screen icon itself

  • Still sets to: 77.5, 81, 84.5, 88, 91, 95.

  • http://imgur.com/a/6hEtf

    I got a bit of a problem I'm not sure how is even happening. I've got a bar that moves to a position on the title screen to select what option you want to do: New game, Load, Save etc. It works all fine. It's a regular old sprite. But then I realized when you select options I want to adjust the size of the bar to border new options that pop-up. that's all nice. But the sprite looks kinda ugly stretched so I changed it to a 9-patch instead. Little did I know that it wouldn't work anymore.

    In the picture you can see the Y is set to the "title_"s which worked fine before but now my 9patch appears in new places.

    All of the ys are meant to be: 325, 360, 395, 430, 465, 500 (corresponding to the "title_" text objects)

    But are instead the Y is being set to: 77.5, 81, 84.5, 88, 91.5, 95.

    The weird part is in the de-bugger the Y's of all my text objects are correct (325, 360, etc) Yet it's setting the Y to (77.5, 81, 84.5, etc)

    I thought that initially the hot-spot for my 9-patch was wrong to then realize it doesn't have one. I see a correlation of 3.5 when it's meant to be 35 between all the Ys, but I don't get where the values are being pulled from? I have no other objects with that Y value,

    I even changed out "title_newgame.Y" to 325 but it still wants to be set at 77.5?

    Thanks, Conra

  • I have <0 as my death event, I checked the de-bugger mode and enemies were stacking up to -2000 damage, but after playing around with stuff it's not happening anymore. I don't know what caused it to stop but it's sorted now

  • http://imgur.com/a/6eTwZ

    So basically my game has been working fine in this aspect, when all of a sudden I noticed something stupid start happening. As you can see from the image that's

    how damage works. Enemies get hit by the player's bullet, they take damage and display it etc.

    But FOR SOME REASON when I start a instance of the game I can kill enemies, but then randomly after let's say "20 kills" (it's random when it kicks out) I don't deal damage anymore. It displays stuff like "-10" or "-13" over their heads but enemies I know only have 30HP are taking like 20 shots and still not dying... I haven't tampered with these events/actions since I made it because it worked fine. I have not referenced anything to do with these variables out side here other than creation of the bullet and that was made before this event. Now i'm starting to think my version of Construct 2 is bugged because this isn't the only unexplained problem i'm having without tampering with what was previously working fine.

    Thanks, Conra

  • Ah, thank you very much ! Now I know it's actually a performance issue on the programs end and not my specs I have just easily sorted it.

    The fact that I set the enemies to find your position every 0.1 seconds all I had to do was up it to 0.5, so there's not as many tasks being executed in the system. The enemies aren't AS precise now but at least there's no performance issue now. They're still quite consistent. I might test around to see what the optimal check-rate is for performance. To also help out i've made it so the enemies won't chase you if you're too near spawn so less enemies should be on screen where the issues happen. Thanks for this!

    However the bullet problem still persists. The Warrior and Wraith's shots still change animation/direction when the enemy is destroyed.

    This was the problem that I had little faith in fixing. The only possible solution I can think of would be to:

    A) Rather than them all being 1 object for convenience, being all separate so that they have no way of changing animation since they're stuck to 1 sprite per attack.

    B) On creating the object I create an XTarget and YTarget in the instance variable so that I can set so that EVEN IF the warrior or wraith is defeated it will stay true to the path.

    At the end of the day I don't see why I should be having to add more objects and events SPECIFICALLY because two attacks aren't functioning the same as other bullets that have the same actions and events as them...

    Appreciate the support!

  • It did not fix it, for some reason my enemies behave fine in that instance of the game but not in my main version or my new copy... Hmm....

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  • I removed all the un-important stuff and changed all the sprites, So cool! Son of a bitch!

    All the stickmen are ok enemies, the Warrior and Ghost are the ones that previously had a problem

    https://drive.google.com/file/d/0B2iDOW ... sp=sharing

    The problem with the attacks isn't happening so I might just save my game as a new .capx and see if that fixes it, but the problem with walking into the walks while an enemy is shooting you still persists even when my game in tiny.

    If you can sort this for me it would be very appreciated!

  • I've got 2 problems that i'm just struggling to fix. I'm not sure if they're bugs or if i'm just un-aware of a mistake but here they are:

    1) When the player rubs against a wall, I get 60fps, When an enemy is shooting at the player I get 60fps, but when the player rubs against a wall while being shot at, the game goes down to 2 fps, does anyone know why the performance messes up?

    My player uses 8 directional movement, my walls are solids and my enemies use line of sight and the > Every X Seconds condition to fire. It's nothing complicated that really should strain computers or even laptops at that matter. My 5 year old laptop can run the game pretty well. But it gets this problem too.

    2) My enemies are all the same object, when I spawn one it randoms which animation to play and depending on which is chosen it sets the stats and attack patterns of the enemy. That works fine, enemies have the right health, damage, speed etc but for some reason this next thing only applies to 2 of my 6 enemies... When the enemy dies:

    My wraith's bullets suddenly change path to target the player until they time-out (bullets in my game only last about 2 seconds at most)

    And my warrior's bullets do the same, except my warrior has 2 attacks, slash and stab. When it dies all the stabs turn into slashes and follow the player until they time-out.

    I'd post my events but the only thing that happens when my enemies die is that they get destroyed and they place a loot bag down. I haven't made an actions for the bullet when my enemies die so I haven't made a mistake without realizing.

    Just wanted to know if anyone else has had this problem?

    Thanks,

    Conra

  • calebbennetts Thank you very much, it works a charm. Surprised I didn't see this.

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ConraKojiro

Member since 20 May, 2015

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