Team EternaL's Recent Forum Activity

  • No they don't fade at the same time. I'll test out certain ideas I have soon, such as anytime opacity >50%, set opacity to 50%. Otherwise I'll try LiteTween, where every time a fade starts, skip it, and instead set off a LiteTween action. Just wish there were a way to customize the actual Fade behavior in C2. Thanks

  • How do I make the Fade behavior treat the object's opacity as the starting and ending opacity for fade-outs and fade-ins respectively instead of that always being 100? The poor design of the Fade behavior always ends up in a 100 opacity when fully faded-in, ignoring the object's set opacity, and even bumps the opacity to 100 at the beginning of a fade-out! The correct design would have been to treat the current set opacity as the max opacity at the start of fade-outs and as the destination value of fade-ins, instead of just 100 every time. I know I can use the Sine behavior to change opacity over time instead, but I'm looking for a more time-saving fix involving over 200 objects that I've already committed to fading in and out using the normal behavior (Understandably, I assumed that a behavior called 'Fade' would be the greatest way to fade objects in and out).

  • Set scale to lerp(0.1, 1, unlerp(800, 1800, self.y))

    If you want to limit the scale in this range, you can wrap this formula in clamp(...., 0.1, 1)

    Wow, just amazing! Thanks!

  • What's the best math formula for changing an object's scale ratio according to its Y position?

    When Object.Y = 800, the object scale should be 0.1

    When Object.Y = 1800, the object scale should be 1.0

    with a smooth gradient between, to give the effect of a character moving as if on a 3D plane, away or towards the camera.

    I tried, for example, "Every tick: Set object scale to Object.Y/1000", but that doesn't give me enough control over the perspective, as the character is far away enough from Y that the resulting change is too subtle.

    Thanks!

  • Unhandled exception at line 563, column 303 in ms-appx://25608eternai.eternalbrawl/c2runtime.js

    0x803f6107 - JavaScript runtime error: Unknown runtime error occurred

    d)):(console.log("[Construct 2] Product '"+b+"' purchase finished but product not active (cancelled?)"),d.d.trigger(Hc.prototype.i.Ct,d))},function(a){console.log("[Construct 2] Product '"+b+"' purchase failed: "+a);d.d.trigger(Hc.prototype.i.Ct,d)})}};k.prototype.zz=function(){if(this.Lf){var b=this;this.tm.loadListingInformationAsync().then(function(d){console.log("[Construct 2] Listing information loaded");b.CA=d.formattedPrice;b.oD=d.productListings;b.d.trigger(Hc.prototype.i.oz,b)})}};b.u=new k;

    It looks like all my settings are correct everywhere regarding anything to do with Windows Store listings or add-ons. Anyone know what this error specifically means?

  • Can someone good at math give me a formula for how to set the layout scale to something based on the distance between two points? The layout size is 3840x3840, and the window size is 1920x1080, so when the objects are right on each other, the layout scale should be 2 max, and when they're furthest away, it should be 0.5 min.

    So far the best I have is this, except it gives the opposite scale effect I want, and zooms out too much, and has nothing else to do with the measures I need:

    Every tick: Set layout scale to distance(1CharBox.X, 1CharBox.Y, 2CharBox.X, 2CharBox.Y)/1000

    Edit: Oh, okay, I figured it out. Sorry. Was easier than I thought. In case anyone else cares:

    Every tick: Set layout scale to 1000/distance(1CharBox.X, 1CharBox.Y, 2CharBox.X, 2CharBox.Y)

    I also made a global variable called Layout_Scale that's always set to LayoutScale. Then:

    Layout_Scale < 0.5 : Set layout scale to 0.5

    Layout_Scale > 2 : Set layout scale to 2

  • By the way, I think I may have found that the event "(Invert) Is on-screen" doesn't work. If so, for now the "Else" command can be used to get around it. ("Is on-screen", "Else")

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  • I can't seem to find a SRPG/strategy RPG game template for sale in the store. Is there any? For games like Fire Emblem, Final Fantasy Tactics, etc. where you move and attack on a grid.

  • Can someone with an Xbox One go through these steps and post back here with your results?

    On your computer, redeem this code with your Xbox Live account to get the game for free: http://go.microsoft.com/fwlink/?LinkId=532540&mstoken=Y2HW7-W3DCX-7GG9T-7FM3X-2XMPZ.

    On your Xbox One, let the game install. Then select 'Vs CPU', and select any character except 'Adam' or 'Custom Male'.

    1. Does it prompt you to purchase an IAP? YES/NO

    2. Does it let you use the character even without purchasing the IAP? YES/NO

    Exit the game.

    On your computer, redeem this code with your Xbox Live account: http://go.microsoft.com/fwlink/?LinkId=532540&mstoken=TV4KM-H9VVY-2G92V-JCMVD-MT64Z.

    On your Xbox One, run the game again and go to the main menu.

    3. Does a message appear reading 'Code Detected'? YES/NO

    If YES, press the Back/View button on your Xbox One controller.

    4. Does it appear to unlock a character? YES/NO

    If YES, select 'Creation'. Find and select the character that was unlocked. Select any Slot other than the first one.

    5. Does it let you enter the character customization window? YES/NO

    Press B to go back to character select. Select a character other than the character that was unlocked, or Adam or Custom Male.

    6. Does it prompt you to purchase an IAP? YES/NO

    7. Does it let you use the character even without purchasing the IAP? YES/NO

    Exit the game. Open the game again and go to the main menu.

    9. Does the 'Code Detected' message appear again? YES/NO

    Go to 'Creation' and once again try to select the previously unlocked character.

    10. Does it let you enter the character customization window? YES/NO

    I realize these steps are tedious, but I'd appreciate it if anyone has some free time to test this for me. Thanks!

    (Reasons I can't test this myself include: I only have one computer and one Xbox One. I don't know how to use Test Mode; It returns a choice of error messages to select, instead of actually allowing me to simulate the purchase. I already have all IAPs for the game on my Xbox One, so it's impossible for me to test IAPs that only work when you don't already own them. I don't know how to use a different Xbox Live account, on my PC or Xbox One, that won't detect the IAPs already owned by my main Xbox Live account.)

  • It runs sooo fast on PC/preview, and the Xbox is able to run such huge 3-D games, that I wonder if I'm missing something big somewhere between C2 and Xbox? The "Running app memory" of the Xbox Device Portal is almost always maxed out. I'd also rather avoid going down the "blame C2" route, and it's not like I have a choice anymore anyway. I reviewed these 3 manual pages:

    https://www.scirra.com/manual/183/memory-usage

    https://www.scirra.com/manual/134/performance-tips

    https://www.scirra.com/blog/112/remembe ... our-memory

    And made whatever changes I could, always choosing performance over quality. The slowest area in my game by far is the character creation mode, which I'm guessing is due to almost a thousand tiny jpgs that the events use for customization selections. I probably know very little about this stuff, but is there any way that, on the current layout, all images on all hidden layers can be treated as if they don't exist, so that they don't impact memory at all, until the layer is visible, at which point only then the objects are created? I'd much rather have delays at certain times, than an overall snail pace. (Actually, I'll probably try that: Make a backup of the char creation layout, make new events that create all needed objects exactly where they need to go when that layer is visible, and use a local variable to determine when ALL objects are again deleted every time a new layer instead becomes visible. But, hooboy, that'll take a while.)

    In the meantime, any advice would be appreciated.

  • Just confirming I have all the steps correct, since it can't be tested in preview, and didn't work for me the first time I tested on Xbox One with Test mode on:

    Add WindowsStore plugin

    At start of layout > Request store listing

    If player selects a purchase-able character:

    WindowsStore|X (Invert) Has purchased "Character" > WindowsStore|Prompt to purchase product "Character"

    Is that all there is to it? If so, my guess is that even though the Add-ons I created have the "In the Store" status, they really take a little longer before that prompt does anything?

    Just making sure there isn't some bigger issue, like that WindowsStore add-ons don't work on Xbox One.

    Edit: Or is there any chance that the event work is wrong, like that it has to be simpler, like just a purchase button that immediately prompts the purchase, instead of starting with a check if you already have it or not?

    Edit2: Okay, when testing with Test mode off it tells me to Reinstall the app from the Store, because my license needs to be refreshed to make in-app purchases. So thankfully it looks like it will work, anyway. Thanks!

  • Just sharing another tip I didn't know for a couple of months: To target the Xbox device family, you need to first right-click the project name at the right in Visual Studio, and select Properties, and change both the Target version and Min version to 10.0.14393.0.

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