Ricethin's Recent Forum Activity

  • Interesting. Global variable values and local variable values will be saved by default, I assume?

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  • I have only intermittently.

    Can you give me a more thorough rundown on what does, does not need to be saved? Are we talking like.. UI? Things like that?

    Stuff that doesn't move?

    I guess I'm just having a problem conceptualizing what exactly it is that the behavior *does*.

    Thanks so much for the suggestion though, I had a sneaking suspicion that this would probably be the solution.

  • Hey!

    I've noticed that sometimes when I use the save game function this can take... a huge amount of time.

    It doesn't ever throw an on save failed OR on save succeeded, it just... sits... for sometimes 2-3 minutes before finally issuing a save complete.

    Downside, if players close the game during this time, that save slot is invariably broken and will fail to load.

    Any remedies on what might make saving a touch faster?

    Thanks much!

  • Hm, yea we do add path cost, but not obstacles on the fly. At least I don't think. I'll look into it and get back to you!

  • Can you give me some insight into what might typically cause an instance to fail to find a path? I could just dig into the JS, but I'm curious as I'm currently trying to make my character more 'resilient' to it happening if that makes sense!

  • Essentially I was doing something inefficient and replaced all of my left facing sprites with - on facing left -> mirror.

    This cut the sprites per NPC in 1/2 which is great.

    On the other hand, I still run into this issue constantly.

    Firefox doesn't run into the issue, nor does edge, nor does the exported build. Seems like, for me at least, it's Chrome specific.

    Hope that helps!

  • Hey Magistross - thanks again for this plugin - we make extensive use of it and love it.

    Once in a while, when things get really hectic, one of our NPC's fails to find a path.

    Is there a way to make that NPC like... stop and re-evaluate using the on pathfinding failed event? Right now, she just freaks out and runs through a wall.

    Let me know what you think!

  • Another one...

    Why doesn't this work?

    I want the customers BEHIND the furniture when it's facing up, and in FRONT of it when it's facing any other direction.

    It kinda just freaks out right now.

  • I'm hesitant to say this has fixed it. It's fixed, but I've put in a million fixes in the past and then it's come back out of nowhere lol.

    This does seem to have done the trick though, so I could freaking kiss you. Thank you so much.

    M

  • Oh! That's clever. I will add an instance variable, name them, and do it that way with a branching select.

    Thanks for your help!

    Any idea on the pause during pathfinding? It's cosmetic, so not a showstopper, but yea.

    Cheers!

  • Let me try disabling it. The current walking_steptime is 0.06 seconds, so, I figured that would be inconsequential but...

    Why do you think the wait in that case would cause issues? It seems so random?

  • I have no idea how this is possible, but take a look at the below - when employees hit waypoints, they fire an event "gobble path" that moves them along.

    Here's the code:

    The code specifically prevents the event from continuing if the waypoint's ID is <= 0, however...

    As you can see from the above snippet, it fires even if the Waypoint is 0, and it fires many times.

    Causing erratic craziness like running through walls.

    There is only one function that issues this comment, before you ask.

    Help? We are all dead stumped and have no idea how this can even be possible.

    EDIT: Removed frustrated profanity from the comments.

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Ricethin

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