Gillis's Recent Forum Activity

  • My game is quite large and I found that using save/load worked well and was super easy but after a load sometimes objects would disappear randomly and I have a feeling that somehow items were left as artifact UIDs... I don't know. I switched to a webstorage save system where I save only the arrays and variables that I need to save and things work much better. I just like having the control of what you are saving... Having said all of that, I think the save\load is such an amazing feature. It can work for a quick solution. (Why haven't I submitted a bug?... I use addons and I have an excellent workarround) For saving things like bindable keyboard key values Webstorage is a great choice too.

  • nevermind guys. The last time I tried audio without preload was version 70 It is working much better now without preload

  • Does anyone have a copy of this? The link is dead.

  • Is there a way to unload audio that was preloaded? For instance I have a dialog audio clip play that will never play again?

    Or if I ask another question. What is the most reliable way to play non-preloaded audio? Is there a specific set of actions you use?

    I have had issues playing audio reliably without the full pre-load but that might just be me ... so I have just been foolishly preloading every sound and the memory ramifications have been huge.

    Thanks,

    Dan

  • FYI. My issue was a bug in my code where I was creating objects on a hidden layer.

  • Why not program you own overlap detection by checking to see if the enemy object exists within an x-y range relative to the player? This can be achieved with 4 lines of code.

    This worked for me in your capx.

    Cheers!

    Dan

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  • I ran into an issue when testing the Generic SNES USB PC controller that only has d-pad.. so I ended up getting an assertion error when my key bindings windows opens since I am showing a graphic grid for dead zones on gamepad that calculates off an axis that does not exist. Is there a "Gamepad" object condition to check to see if Axis(X) exists? I couldn't find one. I might put in a feature request.

    Thanks,

    Dan

  • I haven't adequately tested to rule out a mistake in code yet. I certainly will submit a bug if one is warranted but I am not 100% sure it's a bug yet. I also need to test on different computers and browsers. Since my project uses pause and loop plugins it will likely not be considered a true bug. I have discovered that if you implement my above listed workaround the overlay 'clone' object disappears when the original disappears UNLESS you make the other 'clone' object on a SEPARATE LAYER (<-This seems to be critical in getting this working)... so there might be something to this but I'm still digging.

    Thanks,

    Dan

  • I know this is closed but I have seen this happen with extremely complex enemies and I want to share how I fixed this. If you have sprites that disappear but still are there one thing you can do is make a simplified clone of the object with the exact same animations and then make a for each loop that does a match on the UIDs. Then match the animation and mirroring to the parent UID. This is a good practice anyways as it leaves the underlying object with the gobs of code and the image displayed independent... similar to how you should handle walk... anyways i thought I would share. This issue used to plague me too and now I add a 'married dummy clone' on top and life is good.

    This is for anyone who finds this thread and is dying inside trying to fix vanishing complex objects.

    Cheers

    Dan

  • "Solid - Ignore Select Solid" has been a feature I have dreamed about but it currently not implemented... There are ways to do this if you don't use the Solid behavior and check X,Y Coords against said object but it's a lot of hard coding. Sorry I dont have a demo capx but there are some floating around on here.

  • You could try my quad based pathfinding...

  • I remember fixing this by using double quotes around the font name instead of single quotes. good luck... but ultimately use Sprite fonts!!

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Gillis

Member since 7 Apr, 2012

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