InvaderXYZ's Recent Forum Activity

  • It seems to work fine here.

    Whether or not users can connect to the signalling server is not to do with Construct anyway: it's to do with how connections over the Internet work. It's possible there are firewalls, filtering or other kinds of network configurations that are intentionally or unintentionally blocking the connection. I don't believe there's anything that can be done about it.

    I see. It's just a bit odd to me, because I hadn't encountered this issue before when testing with the same people, so I assumed it was an issue with the server. Although, it's probably not very great that the multiplayer functionality of Construct 2 can just fail with nothing to do about it.

    Is the only way to remedy this issue by telling the players to configure their settings in a specific way? If so, would it be possible to give me a short run-through of what players should look out for?

  • Reproduction Steps

    - Start the Game

    - Use arrow keys to scroll to the <Jungle> option

    - Press the spacebar

    Expected Result

    Game moves to the next layout and starts the multiplayer match.

    Actual Result

    This varies with who is using it, but a lot of the people I've tested this with are indicating that the game can not connect to signalling server-- as indicated by the error message on the title screen.

    I have no idea what determines who can and can't connect. It should be noted that, I, with poor internet, can connect to the server. Others, who have better internet connection, can not. No matter how many times I get the game to attempt to reconnect to the server after failing, it does not connect to the server once.

    I also want to note that sometimes, while waiting in the title screen, the server will lose connection on its own. This an issue that even I have experienced, is the signalling server having issues?

    Project Files

    [ Removed ]

  • > How do I disable the Fade behavior

    I meant stop Fade behavior, similar way you start it.

    > Is animation "death" playing
    Animation frame=0
    Trigger once
    	Boss Fade stop
    	Boss set opacity to 100
    

    Um, is that something from Construct 3? Because I'm using Construct 2 and I haven't been able to find that action in the editor or in documentation. Sorry!

  • So it happens only when switching to death animation by this event?

    You didn't expand it on the screenshot, so maybe there is something wrong inside of it. Or somewhere else in your code...

    Rename Fade behavior on the boss sprite to a unique name like "FadeDeath" and search for this name in all event sheets.

    If nothing helps, as a workaround you can add an event that will disable Fade behavior on frame 0 of death animation.

    Oh! Not that event, I mean Transition_CA, which I should have been more clear about. I did what you said and the only event referencing the behavior is the original one, although your idea does seem pretty good!! How do I disable the Fade behavior and re-enable it with events? As far as I can tell you can only do that through C2?

  • When you start "death" animation, do you start it from the beginning or from current frame? It may be possible that when the "alive" animation is on frame>15 and you switch to "death" animation from the current frame, that's when it triggers the Fade, and then "death" animation restarts from the beginning.

    Add another "Browser Log" to the event where you start Fade, it may help to understand the issue.

    I start the Death Animation at the beginning, although I considered that too. The log in the first image I posted was mainly used to indicate which frame the animation was starting at and when the fade behavior was starting-- basically showing it starts to fade as soon as it switches to the death animation regardless of frame. This only happens when the Boss goes from "Phase C" animation to "Transition between Phase C and A" animation to the "Death Animation," which is odd.

    The above makes sense, you didn't show us where you set the animation. If it's not that then share the file!

    Here are the two sets of events I use when changing the animations, hopefully this helps.

  • The logic looks okay so it's only guess work without the file. Two things spring to mind. Are you spawning the boss object at the time you set that animation because the fade will start automatically on object creation unless disabled. Another cause might be the picking and you are referencing another boss object that exists and is playing the death animation.

    Thanks for the reply.

    This triggers when you defeat the boss, so this is a bit after spawning and I have it set to not start upon spawning. There is also only one boss object, so it shouldn't be an issue-- but I can try making the picking more specific just in case.

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  • Hi!

    I've been having this issue with a boss in my game. I have it set so that when the animation is close to ending, the fade behavior begins for a very specific effect. However, I have found that when the Boss is in a specific phase, it ignores this entirely and starts the fade effect at the beginning of the animation. Here are only only events in my project that affect the fade behavior.

    As you can see, I used the browser to confirm that the fade was indeed started at the beginning of the animation. I had to do this because for whatever reason, when this is happening this object in particular ignores the time scale completely. I tried to lower the time scale to see more clearly, but this was the only object that acted as normal. I have not used any event that alter this object's time scale, so I have no idea what could be causing this.

    I have also used the browser to confirm that this is the event that triggers it. No other events have an affect on this. I am not sure how to solve this. Is it a bug?

    Thank you for your time.

  • Hey, I'm a C3 programmer interested in collaborating!

    You can read more about my experience and credentials here.

  • Hey! My name is Maddie Ramirez and I'm a C2/C3 Developer looking for work!

    I've been working with Construct since 2011, and since then have made a variety of games using the program. You can see some of my latest work at my itch.io page, or at the LantixPro Studios website, where I work alongside another developer to create games for commercial release.

    I also have a selection of unfinished demos that are available for viewing upon request. These include games such as: a procedurally generated text adventure, a multiplayer game with functioning login system, a turn-based strategy game with randomized terrain, a multiplayer falling game, a tower-defense game, and more. Just drop me an email for details!

    I am available to work for you creating either a game or helping you with a certain mechanic for $12 per hour. Or if you want, we can negotiate a fixed price based on your project's budget!

    If you're interested, you can contact me at the following email:

    lantixprostudiosmattwec@gmail.com

    or through the "Contact Us" form on the LantixPro Studios website.

    Thanks for your time, and I look forward to hearing from you!

  • Does the object have more than one frame, and is its speed zero?

    The object has one frame with a speed of zero.

    I also just discovered that when doing it to the Paster object, shrinking the window size makes the image suddenly visible. Now, I know this has something to do with setting the resolution, but I'm not sure what to set it to since setting it to the window width/height breaks it.

  • Hey, I've recently run into an issue where whenever I try to have Paster or a sprite load an image by imageUrl, It will load for a split-second and then disappear. I have no idea what is causing this or how to fix it, it seems to have something to do with the imageUrls themselves.

    I'm getting all my imageUrls from Paster.imageUrl, so none of them should be messed up? Can someone help me with this?

  • Sorry for not helping earlier, I totally forgot about this topic.

    Here's a fixed version of the shader:

    Fixed Crop Effect

    C2 uses pre-multiplied textures, which means the RGB color values are stored multiplied by the alpha value.

    So to avoid glitches you first need to divide the RGB by the alpha to get the real color values, then you do your pixel manipulation, and multiply the RGB by the alpha again at the end.

    Anyone still have the working link to this?

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InvaderXYZ

Member since 12 Mar, 2017

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