silkc2's Recent Forum Activity

  • Hmmm another update - I booted up today and it's working fine.

    I suspect something gets left or corrupted in memory on a crash which affects the "checks" against limits.

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  • Thinking about it, I'm not sure if it happened after the app crashed as a result of trying to import a wav file. When I re-launched afterwards I tidied up the events as detailed then started getting the errors.

    It's a relatively simple game, 18 events and no layers above 4 .

    It's quite frustrating because I wanted to finish at least one game before deciding if I'd buy, whereas now I feel I'm being forced to buy to finish my trial.

  • Please contact me privately for the capx as it contains personal info (it's an interactive CV)

  • Link to .capx file (required!):

    http://

    Steps to reproduce:

    1. Use free construct 2

    2. Have three layouts each with event sheet

    3. Delete one event sheet and point orphaned layout to main event sheet

    Observed result:

    Starts to say I have exceeded event limits, even if I delete all events.

    Expected result:

    Not having this limit exceeded issue

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Win 7

    Construct 2 version:

    Rel 114 (Steam)

  • Hello C2'ers,

    Is there any way to make a particle effect generate a light source which dynamically lights the surrounding areas?

    If not, any suggestions on the best way to make a "star trek" type beam me up scotty effect on a teleporter type door? :)

    Oh also, I was trying to dynamically spawn a particle effect on a door but the one that spawned had default settings rather than the specific settings I'd assigned to one off the edge of the game world. What am I doing wrong?

  • Argh I can't see an edit button and the posted font messed up my little examples.

    Hopefully it still makes sense withouy the example.

  • Hi all,

    I'm making an isometric top down game, and it has destroyable walls.

    I'm using 32x32 tiles in this game.

    When I have a wall that has no other wall under it, because it's isometric, you can also see the wall side.

    e.g. here the X is the destroyable part, o is normal wall, = is side wall:

    OXOOO

    OXOOO

    =====

    ^

    My problem is when I destroy the bottom wall I want to make the highlighted side-wall go along with it.

    I've done what I think is a messy solution of making a new sprite:

    X

    =

    ..Which is 32x64.

    And then catering for both object types when I look for a bullet hitting either a normal destroyable wall (objectA) or the longer destroyable wall (object B).

    This seems messy because it's double the code and involved making a new asset for one scenario.

    So long story sort, is there a way to combine two objects and have the event list cater for it.. something like

    Destroyable wall is hit: 1, destroy it 2, Destroy glued objects

  • You can? Brilliant! I must have been looking in the wrong place. Will double check, thanks. :)

  • Sorry to bump an old post but it does cover my question.

    I see it as a common requirement that you'd want a bounding box to be different in size to the sprite. e.g. For pretty much any isometric game where something is "sat" on the floor, you'd want to be able to walk behind it.

    Has anything been added to cover this in C2?

    Would you consider adding it if not?

    I think the best place to put something like this would be the "solid" behavior, new options which allow us to specify the rectangle of the solid area within the sprite (default: whole sprite).

  • I'll explore these options when I get home, many thanks :)

  • Or, if there's a completely different way of making the enemy move that's cool too.

    Thanks :)

  • Hi all

    New here, loving C2 so far and very close to buying already - looks like a nice active community.

    I've been making a simple dungeon shooter, and the enemies are set to "angle towards player" and "move forwards" every frame.

    It's pretty much exactly what I need in terms of making the enemies move, but I'd like to know how to do this without C2 drawing the enemy at it's new angle, i.e. I always want the sprite drawing at default rotation.

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silkc2

Member since 28 Jan, 2013

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