xeed's Recent Forum Activity

  • where can i find the external xml file in the capx? where to save, and how to load it?

    Still missing a complete tutorial for simple loading external text of an xml file into a textbox in c2.

  • Hi,

    any way to fix the problem, that c2 does only show the top bar (minimizes) after getting back to desktop from a directx app?

    <img src="https://dl.dropbox.com/u/54216429/c2minimizes.jpg" border="0" />

    with r99, i also cant get it open again. i need to safe and reload the project.

    got nvidia, latest drivers on win7 x64.

    thanks and best regards :)

  • Hi,

    in an older project i got a strange error when starting the game...

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Could not find behavior's combo property index

    Condition: index >= 0

    File: Projects\BehaviorInstance.cpp

    Line: 364

    Function: class cr::pod<class std::vector<struct era::InstanceProperty,class std::allocator<struct era::InstanceProperty> > > __cdecl BehaviorInstanceERACallback::GetProperties(void) const

    Build: release 99 (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.

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

    Abbrechen   Wiederholen   Ignorieren   

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

    Could you help me fix that? When i ignore the error, the project works fine, as long as i can play it.

    Many thanks :)

  • please tell me when the translation interface works.

    i will take care about the german language. :)

  • also bis jetzt konnten wir alle probleme l?sen <img src="smileys/smiley12.gif" border="0" align="middle" />

    regards

  • works like a charm :)

    thank you!

  • thanks, this is going forward. :)

    but only the last created object should be moved to a free position. in your example, sometimes already existing objects move too.

    this is the main problem: how to pick the last instance and check against the remaining.

    this is the simplest solution i found trough a temp object.

    dl.dropbox.com/u/54216429/freieStelleSuchen.capx

    but couldn't this be made without a dummy object?

    or is there any way to "pick all instances but n'th" ?

    many thanks :)

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  • Hey Mates,

    any simple solution for to create new objects of similar type, only on "free positions", so on such on where no other object of the same type already is?

    On collision check, the new object also calls collision=true for itself.

    Thanks for your help :)

  • sorry, there are already some plugins like pathfinder...essential for the whole game.

    Should i send the whole capx and addons, including a little description on what problems to fix?

  • i am trying to build the same test scenario directly inside my game, for to check the wandering IID's of the HoldPoints and the KI's.

    But i'm afraid how your capx works, since every tick one textfield should be created for every sprite.

    Anyway, thats how it happens in my project...so the fps drops down to 0.

    Also i dont get how to delete only the specific textfield concerning to the object. Even if an object spawns a textfield, the textfield does not remember, like in your project, to which sprite it belongs.

    Getting more and more confused about this stuff. Maybe i can PN you the project, and you could take a look inside it?

  • build nearly the same test project few minutes ago lol, many thanks :)

    anyway, this does not work for my project.

    so, pick by n'th instance does select an object per IID or UID?

  • Hi all,

    since no answer on my last topic, could you tell me how IID's work? I am really stuck on my game, and could not find a solution to dynamic path movement on multiple points, getting destroyed when collecting.

    1. what happens with the IID of an object with multiple instances, when it gets destroyed during runtime?

    2. what happens with them when an object with multiple instances gets created during runtime?

    3. and how can i access an object with a specific IID directly?

    Kytric said, IID's are dynamic. But when objects are destroyed, there is no replace object to select on the same ID. so:

    4. is there any way to resort the object IID's in a specific order, like UID's?

    Thanks for more information about this important c2 topic. <img src="smileys/smiley1.gif" border="0" align="middle" />

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xeed

Member since 15 Jul, 2011

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