SebastianOs's Recent Forum Activity

  • Thank you so much! It worked! It's awesome that there is so much support on this website!

  • I am a little frustrated with Construct 2 at the moment, and I don't know what happened. It says:

    Failed to open project

    Cannot find object texture file 'TiledBackground.png' in the project texture folder. Check the file has not been renamed or removed. Under element: c2project \ object-folder \ object-type Line 62, column 9.

    The file may be invalid. Try checking the file in a text editor (projects are saved in XML format).

    I checked the folder and the TiledBackground.png file IS in the texture folder. I did not rename it or remove it. This is so completely random, I don't even use this image anymore, I haven't tampered with it so this can't be directly a result of what I've done... perhaps indirectly. I don't know what this "Under element: c2project \ object-folder........." thing is all about. The problem must be that the file is invalid (the project file, based on what it is saying). But it does not appear that projects are saved in XML format, they are saved in "Construct 2 project (.capx)" format/file type. And if I try opening it in notepad, it looks like a foreign language! I don't understand "¥YñÅýÿýŸÿûÕ¿þ~3ì½Ï&ÓÁxôõ<5½lt5¾ŒÞ~}q7{s.zÿúì?ÿ§" symbols. I don't know what to do, and I don't want to lose this project. I have not made any other saves either. Is there a way to fix this? Is there a way to use the backup file Construct 2 makes for every project? Please, any help is much appreciated.

  • Yes, thank you Vega. You have some good suggestions. I came up with a solution for now, and it seems to be working. The reason I was asking this is because I followed a tutorial a while ago to begin the project I am currently adding on to. The tutorial showed me how to make a basic platformer came. One thing they showed me is how to keep the enemy on the platform by using 2 blue squares on each end of the platform to basically change its direction when collided with it. But for some reason, when I added a new animation, it created a bug in the game and this "blue-square-on-each-end-of-platform-to-keep-enemy-on-platform" method doesn't work anymore and glitches. I don't know what happened, and I am quite frustrated with it. I used the debugger and it appears to be mirroring the enemies but not changing their direction unless they 'land' on the square rather than just simply colliding with it. This makes no sense and their is no reason for it not to be working. This new animation I made should in no way, shape, or form messed with the collision detection of the blue squares and the enemy. Anyway, so I made the squares solids to keep the enemy from going passed them, and they now seem to turn around like they're suppose to, but I have this invisible square my player keeps standing on and running into on the platforms with enemies... so that brought me to the question I asked you. My solution was just to make the squares really small and put them on the ground --- big enough to stop the enemy, but small enough with the help of shaping the bottom of the player's collision polygon to more of a circle to make him pass right over it. So thanks for your help, and now you understand better what my real problem was.

  • Simple question: I want the player to go through an object that the enemy can't. I gave the player a solid, platform, and physics behavior. The enemy has just a platform behavior, and the object (a square) only has a solid behavior. How do I accomplish this? Do I need more behaviors or do I just need to use the event sheet to make the player go through this object but not the enemy? Any help would be great!

  • Okay, so I have a main menu lay out, level load layout, and 4 layouts for levels 1-4. On the level load layout, all levels are unlocked but level one... I want to make it to where when you play and beat level one in the level one layout, it will make the 2nd level unlocked in the load level layout. How do I accomplish this? Upon beating each level, you go to the next level, but I also want them to be able to open the game and go straight to the level they last played, so they would go to the level load layout to find it. I am having problems transferring data back to the level load event sheet. I basically programed it to say (on the level one event sheet), "When level one is beat, set 'Level2Unlock' to equal 1 (a global variable on the level load event sheet)." Then, I programed it to say (on the level load event sheet), "When 'Level2Unblock' is equal to 1, destroy the 'Level2Locked' sprite (picture of level 2 locked) and create the 'Level2' sprite in its place (picture of level 2 not locked). For some reason, it is not working. Am I not able to change information in other layouts? Is there a way to do this? And, if needed, is there an alternative way I should set this up? Any help would be very much appreciated!

  • I actually figured out the same problem myself earlier this week. But thank you anyhow. I got the video to work when changing the video format to Webm and then exporting it. I find it bizarre that such a common and popular format (MP4 H.264) does not work in NW.js. I almost feel as though this information needs to be given on the scirra article "exporting desktop apps with node webkit." --> https://www.scirra.com/tutorials/1276/e ... ode-webkit

  • So, I can play videos when I Run them in a browser (however for some reason the videos don't play if they are too long). I have the Personal License version of Construct 2 and I exported my project to my computer to play the game without needing a browser. For some reason, the video doesn't play. Why does it work in a browser and not when exported? Do I have to do something different? Change a setting? How do I get videos to work when exported to Windows using NW.is? Any help is very much appreciated!

  • Thank you so much blackhornet! It all works now! I had no idea there was a Timer behavior!

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  • I found an issue while trying to program my character to use a jetpack to fly. I basically told it, on jump, make "jumpsequence = 1" (local static variable) and so on another event, when up arrow is pressed, "jumpsequence = 1", and Platform is NOT on floor, (okay, those were the conditions, now I will sum up the actions --> ) basically make him stay in the air. When Platform IS on floor, make "jumpsequence = 0". This allows him to do this action over and over again. This works.. but the problem is this: When he is in the air, I want him to run out of jet stamina and need to land before using it again. So, I programmed it to basically say, "when he is in the air, and flying, wait 4 seconds, then have him drop." However, if the player decides to make him drop early, the "wait 4 seconds" action still runs! So when the player goes to jump and fly again, because the last "wait 4 seconds" is still running, he lands early. I programmed it to basically say, "when player is in air, "EarlyLand" = 1. If "EarlyLand = 1" then it starts the 4 seconds. However, if he lands early and the 4 seconds have already started, and yet when he lands, "EarlyLand = 0" then why does the action "wait 4 seconds" not stop? To sum up my issue, why is it that once an action is started by "a variable equaling 1" you can't stop the action when the "variable becomes 0"? If anyone is too confused about this to help, then I will gladly send a picture of my events. Since this website doesnt allow pics to be uploaded or attached, I would have to send it to you by email or some other means. Thank you.

  • gumshoe2029

    Hey, I have another question. I followed a platform game tutorial on this site and I'm done with the game layout for now, I made a main menu, and I am now working on making a pause menu. My question is, when switching layouts (by pressing "quit" on the pause menu, or pressing "play" on the main menu) how do I make sure the game stops the layout that is not being used? For instance, when I quit the game, and return back to it, the pause menu is still up. The character reset and my progress wasn't saved, which is good.. but the pause menu and the texts are still there. Why does it do this? How do I get rid of the pause menu and make sure the layout has stopped and will fully restart when I go back to play? Any help would be much appreciated.

  • Thank you for responding. Okay, good. I'm glad to hear I shouldn't have a problem making long cut scenes. I have a big vision for this game, I have been planning on making it for a very long time now. And I am getting lots of help on it. I see so much potential in Construct 2 because it's simple and easy to use and since I am not a programmer, it makes it possible for guys like me to make awesome things. So once again, thank you.

  • This is actually really important. I am thinking about purchasing the game because I need to be able to export the file to my computer. Upon exporting to my computer, is there a restriction on how long videos in the game can be? I need to make some pretty long cut scenes, I have had issues playing long videos when running the game in HTML. But I assume that exporting to my computer would be different. If anyone knows how long or big video files can be in games exported to the computer, please.... I would like any help I can get.

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SebastianOs

Member since 28 Aug, 2015

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