LaDestitute's Recent Forum Activity

  • Capx

    (I first came across this problem in r80, but it's still happening for me with r80.2)

    When I tried to open my project (I hadn't touched it in a while), it failed to open in release 80 and 80.2, and I got this error message:

    ailed to open project '\\?\C:\Users\Main Account\AppData\Local\Temp\cap3D1GOV\Chao Land.caproj':

    Error in parameter 'End index': Type mismatch: - does not work with 'string' and 'integer' (use & to build strings)

    Line 823, column 49

    In Test Map ES.xml

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

    Specs:

    Motherboard: Asus M4A87TD (USB 3.0)

    OS: Windows 7 Home Premium x64 (build 7601)

    CPU: AMD Phenom II X4 925 GHz

    RAM: Mushkin 2GB DDR3-SDRAM PC3-12800 x4 (8 GB)

    Video: Zotac GeForce GTS 250 memory

    Sound: Via HD audio

    C2 Release: 80.2

  • I can't post in the bugs board for some reason, it tells me I have access denied or something.

    As suggested by the page, I checked:

    Cookies enabled?: Yes, and I also tried clearing them. No luck.

    Using saved or cached page: No.

    Firewall hiding or blocking IP?: No.

  • So, I've been out of the loop and haven't done any work for my project in a couple months so what are your suggestions to get back into a flow for doing game development work? Aside from just buckling down and "doing it".

  • So, my primary concern with making games in Construct 2 is optimization and efficiency. It's because I want as many people as possible to play my games without sacrificing any quality in nay form, like with detail, sound quality, etc...

    Any tips or shortcuts of what I can do, especially event wise?

  • Why not use the pick by furthest/nearest? Just use the exact x-y co-ords for the object (as long as it's stationary, or use [object-name]-x/y), and it'll never fail.

  • example

    Right click empty space in the animation frames window.

  • About the last one:

    Would I have to create additional events for each tree in relation of changing instance variables, or can I make one global set of events with some sort of possible "for every tree" command if it exists for instance variables?

    To clear things up, I just want to know what's the most efficient and/or easiest way to handle the instance variables for tree no. 2, and so on.

    Nevermind: I think I figured out how to pick by instance. I just wonder if there is possibly? a better way to do this or if there is a "compare object instance number"? condition/command available.

  • So, I made a gardening system in my project (credit goes to Yann for showing me how to) and I've come across some problems.

    *The planting patch's sprite slightly changes Y co-ords as it changes between growth stages. I've checked, the sprite does not change it's y co-ords via events, only by itself. All of the sprites for it are also 32x32.

    *There is currently no way to extend the tree's lifespan (at least in the engine) after it reaches harvestable maturity. I just like for it to be longer, that's all.

    *Due to all dirt patches being instance copies of each other, a glitch occurs where if you change one instance variable: It changes all of the other trees in the game. I consider this a problem since each planting patch in-game is considered a separate entity.

    Also, any better way to handle animation in events than what I'm doing in controls? At least, a cleaner or more efficient way.

    capx

  • The screenshots are from a postponed project of mine on a different engine, and yes. As of for what I'm working on, I'm working on a single player fan-made fantasy Chao RPG with a friend unsurprisingly.

  • I tried looking through Construct 2's features for these, as well as searching through the forums and tutorials. Didn't find what I needed, so anyway here's what I'm talking about. Is there a possible way I can do this in Construct 2 normally or any plugins existing that do either of these or both? I'm aware of the Canvas plugin, but I heard it lags on large layouts.

    Tint screen:

    No, not tinting a sprite. Tinting the whole screen, in terms of changing the current red/green/blue/grey values (from -255 to 255) to change the overall tent of the screen. Some screenshots:

    Before screen tint (normal)

    After tint

    Light Affect:

    Making a visual affect where an object that is a source of light (such as a campfire or lamp) has a brighter tint on it compared to the rest of the layout, with a layout traditionally darker than the light source.

    Example (look at the streetlamps}

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  • Ps, me and Inf3rnal have known each other for a long while...about two years and a half.

  • Cavestory.

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LaDestitute

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