CAWithey's Recent Forum Activity

  • scirra.com/arcade/example/3302/dream-enders-production-tests

    Once I ran into a few other problems, I made a separate CAPX to address those problems. I attempted to address the problem I had of global gravity but, ironically, I couldn't recreate it. However, it does showcase the problems I'm having of collision data where the secondary collision detection sprite doesn't detect collisions and that, randomly, the rat will stop moving and the collision detection line will stop spawning.

    Also, I don't know if this is significant, but I had to set the Linear Dampening and Friction way over 1 in order to get them to behave correctly (for the barrel fragments). I'll continue work over here either to recreate the global gravity bug, or to squash it. In the meantime, however, this collision detection system and having monsters randomly stop moving seem to be beyond my power to fix.

    And this was created before Construct 2 introduced pathfinding. I prefer this system I have now in this particular scenario, though I would prefer it more if it were working again. Seems like this used to work before some of the new patches, though I can't speak to that for certain.

  • So, this problem that has existed for five versions still exists with the latest version, Construct 2 R119. I'll try to replicate this problem with a clean project file, but the problem I'm getting now is exactly as I stated above: The first instance of a physics object behaves as affected by default gravity no matter if I turn off global gravity on the object or not. All/most times afterward it works as intended.

  • Actually, on further observation, it looks like the physics objects fall a certain amount of times, not just one, before behaving. Sometimes, it takes the 2nd or 3rd time spawning the object before adjusting the gravity to zero.

  • I'm having an issue where global gravity won't turn off.

    I was first aware of the problem in r112. At the time, despite having 'global gravity set to 0' littered in numerous locations in my code, the physics object in question would still be affected by gravity the first time it was spawned into the game. Every time afterward, the object would be unaffected by gravity. Now in 'r115,' I'm having the same issue.

    Continuing with the example of the gold coin, I have 'Gold Coin: Set Physics world gravity to 0' loading at the beginning of every single level, and I also have that same event running when each and every single gold coin is spawned into the world. Despite gravity being turned off (at least) twice for these objects, the objects first spawned into the game will fall, affected by gravity. All of the same objects spawned afterward behave without gravity, and do not fall.

    I would share the .CAPX to help the diagnosis of the problem, but it's massive. I can say that this bug seems to be affecting some objects that it did not previously in r112.

    The relevant events being used in this situation are:

    • Set Physics world gravity to 0
    • Spawn (physics object)
    • Apply Physics impulse (...) at angle (...)

    To reiterate, all objects with physics will fall, affected by gravity, when they are first spawned. Those same objects spawned again will be unaffected by gravity, as intended. Also, for top-down perspective games like mine that are the wrong perspective for gravity, can we have an event to disable gravity for all physics objects spawned into the game, and not just on an object-by-object basis?

    Once the new version is approved, the game in question will be available at:

    scirra.com/arcade/action/1367/dream-enders

    Thanks.

  • No worries. Was only intended to be a motivator. I'll be in touch.

  • Dream Enders 0.0.6 ALPHA was approved and is live. Give it a try.

  • Zelda is an RPG/Action Adventure, is it not? How does yours differ? Mine has similar RPG/Action Adventure elements, such as gold, levels, and skill points, but varies by taking advantage of Construct 2's lighting and physics systems, as well as a few modern-day innovations (Critical hits, arrow trajectories, etc.).

    Perhaps we could share notes. Or compete. A friendly competition from the fans, when we both have stable versions ready? Would increase awareness for both our works.

  • Curious. I think our inspiration for each of our games were quite similar. You may see much the same type of thing in my game, Dream Enders, built in homage to the classic RPGs of the Nintendo.

    Take a look. Maybe you'll see the same type of similarities as I have from your screenshots.

    scirra.com/arcade/action/1367/dream-enders

  • One, two, skip a few... Version 6 ALPHA.

    What's changed since my last posting of 0.0.3b ALPHA, besides three numbers?

    Day/Night cycle. "Regen" Potions (Not health, not really...). A cave. Some rats. A bow and arrow, and possibly a shield.

    Endurance. The addition of endurance should be noticed immediately by any who have played before.

    Dream Enders 0.0.6 ALPHA was uploaded and awaiting approval. Do check it out--it's much more a game now than ever before.

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  • Construct 2 crashes when you attempt to bring up the animations of a sprite. Happens to me, too.

  • I am aware of a recent bug with 0.0.3 that affects shields. It will be fixed with 0.0.4.

  • Dream Enders 0.0.3b has been uploaded to and approved for the Scirra Arcade.

    scirra.com/arcade/addicting-action-games/1367/dream-enders

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CAWithey

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