Tobye's Recent Forum Activity

  • I know you can select the IID by this: sprite(2).x

    But is there a way to do that but for UID instead? I have been going through the documentation and not coming up with any luck.

  • rogueNoodle - I was on Copy, not sure about Geometrix though. But also I was doing all this on my desktop too, so I don't think syncing could be an issue.

    Thanks for that, I have been looking through it, but so far it only talks of code. In the setup for example it asks you to add your source code - and that stuff is beyond me. I will keep looking into it, but did these other posts mention anything about it?

  • Is this a bug do you think? In the manual it tells you to use projects for collaboration, and it half works, so I'd just like to know if anyone has had this working in the past.

  • GeometriX - Yeah I gave that a try afterwards, but like I was saying the caproj would still only load the latest project save and event sheets added by previous saves would not appear (even though they were in the project folder).

    Have you (or anyone else here) actually tried it before?

  • Hi all,

    I recently did a small 2 hour jam with Excal. It went well enough, but was extremely messy having to re-add variables and families to the main project (we were using a main capx that we would load, apply changes to, then save).

    Since then, I tried saving as a project in Copy (like dropbox), open two copies of the same game, add different event sheets and families to each then save them one after another. While all the event sheets appeared in the 'event sheet' folder, when I open the game again it only contains the ones from the last save. Variables and families also only appeared if they were form the last save.

    Does anyone have some advice? I tried looking through the forums as I'm sure I have seen something about this before, but kept getting nothing in the searches.

  • Ah come on, a bit of experience and levelling does not an RPG make :P Just an easy way to add some progression to the game.

    But yeah, I am trying to find a better way to handle the collaboration, nothing so far seems to be working. The need to re-add variables to the main file like that was really hard to work with.

  • Excal - Yeah I'm interested. I have been working with an artist for a few months now and we are taking a break from the main project to do this, so if you want to join just send me a message.

  • Ah okay, sorry. Yeah I get this on startup:

    Assertion failure: Action method appears to be missing, check ACE table names match script namesStack trace: Error    at Error (<anonymous>)    at assert2 (http://localhost:50001/preview_prelude.js:12:10)    at new Action (http://localhost:50001/eveng.js:1194:3)    at new EventBlock (http://localhost:50001/eveng.js:467:14)    at EventSheet.init_event (http://localhost:50001/eveng.js:108:16)    at new EventBlock (http://localhost:50001/eveng.js:478:16)    at EventSheet.init_event (http://localhost:50001/eveng.js:108:16)    at new EventBlock (http://localhost:50001/eveng.js:478:16)    at EventSheet.init_event (http://localhost:50001/eveng.js:108:16)    at new EventSheet (http://localhost:50001/eveng.js:94:9)

    Then this when attempting to clear the costs:

    Javascript error!Uncaught TypeError: Cannot call method 'apply' of undefinedhttp://localhost:50001/eveng.js, line 1290 (col undefined)This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    The first error message will appear just by putting the clear-cost action in the project, even before it triggers in game (I tried your pthfinding costs example and it worked fine, then did nothing else but add clear costs and that first error came about).

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  • Thanks for the reply, but it's a bit too involved for me (it's just a muck around project for when I need a break from my RPG). I tried doing what you suggested when pathfinding first came out, but it got pretty messy and I never could get it to behave exactly how I wanted.

    If there's no simple way to about-face, I'll just leave it as is I reckon.

  • Hey all,

    I have been playing around with a little tank game in my spare time. I wanted to know how I could make it so that when a tank finds a path, if it's quicker to travel backwards instead of rotating all the way around, it does that.

    I've tried a few ways, mainly setting the angle of the tank 180 from where it is and mirroring the sprite before calculating the path, but surprisingly it seems to completely ignore this angle change. Even if I disable pathfinding, change the angle, wait one second, then enable pathfinding and find path it still just carries on as if its angle was never changed.

    So, any ideas? Has anyone been through this before?

  • Link to .capx file (required!):

    dropbox.com/s/gtbg234q2g0krdv/Buggin%20Out.capx

    Steps to reproduce:

    1. Start layout 1

    2. Hold down mouse anywhere in layout for about 1/2 a second

    3.

    Observed result:

    Game crashes

    Expected result:

    Clear path cost

    Browsers affected:

    Chrome: yes

    Firefox: My firefox doesn't work

    Internet Explorer: yes

    Operating system & service pack:

    Windows 8 and not sure

    Construct 2 version:

    126

  • I'm also having trouble with pathfinding, where it won't set a cost at any time other than 'on created' and clearing the costs for an object will crash the game. Is this related or should I make a new bug report?

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Tobye

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