supergodjesus's Recent Forum Activity

  • I just tried out the latest Beta version, and the bug is still there and behaves just as before.

  • Thanks a lot, it works just fine now.

    Perhaps you might be so kind and share as to why the player.x,player.y works in conjunction with the boss.x,boss.y? I am not terribly up to speed on how that works. Is it calculating the angle between the player and the boss and setting the arrow to that particular angle?

  • Thanks for the suggestion, but it ended up with the same result as the previous attempts.

    Here is a picture of what happens:

    <img src="http://imageshack.us/a/img827/7998/blarg1.png" border="0" />

    The arrow pretty much just keeps facing that direction regardless of where the boss is (it does wobble, as if it is tracking something, but not much).

    Here's what the event looks like:

    <img src="http://imageshack.us/a/img543/3772/blarg2.png" border="0" />

    Even just setting the angle to bosses.x,bosses.y results in the same issue. Thanks again for any further tips!

  • For some reason this is giving me a lot more trouble than it probably should.

    What I want is simple, I want an arrow on the HUD that points in the direction of a boss, or the nearest boss if there are two.

    I took the same condition used for my auto-turret which picks the closest instance of the "Boss" family (all bosses are members of this family, naturally), and then for the event itself I had it "rotate 50 degrees towards boss.x and boss.y" each tick.

    However, nothing of the sort happens whatsoever. Instead, the arrow points south-east every time and that is where it pretty much stays (it normally has the straight east default position like most graphics).

    Any tips on how to make the arrow spin and point towards the nearest boss at any given time would be greatly appreciated. Thanks!

  • Just to go with what Sargas mentions, all of the disappearing sprites and invisible sprites are all ones created in the game, not present from the beginning. So that would be why is seems to only effect the spawning monsters (not sure if it effects other spawning items, I have yet to notice this).

    Though not all of the instances of spawning come after wait times. I am actually not entirely sure what event I have that spawns anything after a wait period. Most of my spawn events are just spawning a creature every random number of seconds. As I mentioned, I never seen that error before or since that one time.

    Most of the times when I see monsters disappear or turn invisible, they come from the spawn events as mentioned above. Sometimes when I kill a monster or deploy a landmine or pick up an item (or any action that 'destroys' something) *all* spawned monsters instantly are 'destroyed'. I mentioned earlier that this can be reproduced somewhat easy, though not reliably, by letting multiple monsters wander onto screen and just shoot them. It seems to not work as much when there are a lot of monsters for some reason, but still, its random.

    And this happens in both the exported version and the non-exported version straight from the editor.

  • Played around some more. Not sure if this is related at all or not, but this is the first time an error has pretty much ever popped up for this project:

    Javascript error!

    Uncaught TypeError: Cannot call method 'GetPosition' of

    null

    localhost/Physics_behavior.js, line 12478

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  • The game runs horribly in Internet Explorer - super laggy, so I will have to do some tweaking to figure out if the bug happens there. Yet to try Fire Fox.

    However, I did notice something else. While just standing and waiting for zombies to come to me, once in awhile if I shot one and it died, all of the zombies on screen would disappear. Not just turn invisible, but actually just vanish like they were removed from the game. I've been able to reproduce this multiple times, though there is no 100% consistent way to do so.

  • Oops, my apologies, I forgot I had that in there. Here is the reposted capx:

    dl.dropbox.com/u/13425402/ZombieTest.capx

    Though, I had this issue before I put the clay.io plugin in as well (which was after the upgrade to 103).

    As for guidance as to when the problem occurs... Well, that is very difficult to say. I have had it happen almost immediately (I would be moving along and I would start taking damage, so I shoot the empty space and viola, it was actually an invisible monster), and other times it doesn't happen until later into the game. I wish I could be more specific, but it just pops up randomly.

    All of my occurrances have been in Google Chrome as I do not have I.E. or Firefox to test. Hopefully someone else can add some additional information. I do believe WebGL is enabled, and there are no console errors that I have seen.

  • I also wanted to point out, when I say they disappear, they are actually just invisible, not gone. So if a monster spawns, I can't see it but its there. If I run into where it is, I take damage, and it does what its supposed to do, just its graphic is gone.

  • It's just a tough bug to pinpoint. Just as an additional note, when my monsters disappear, they are not physics objects or anything.

  • Im not so sure the number of objects has much to do with it. I see it happen when there are only a few guys spawned, and I see it more often when there are many, but I think that might just have to do with the fact that the odds are higher with a higher number of objects.

  • I think it would work best in so far as it serves its ultimate function, which is to regulate o2 or other gasses in confined/non-confined spaces, and seems a hell of a lot easier to come up with some way to implement it as well :) Thank you for the suggestions!

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supergodjesus

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