jeeba's Recent Forum Activity

  • UberLou, yes it may be related. I also got dual monitors, so It may have something to do with it.

  • Well, seems to work , even without breaking the function. I will test it on the real project to see if it is working. You make me wonder, Why do you recommend to break the functions in subevents?.

  • Got this idea, I want to create an Enemy Family that control movement and a lot of other families to control the way of attack of my enemies. For now I just created the EnemyMelee Family. Now, I want this:

    If EnemyMelee is near the Player (Im using Line of Sight Behaviour on family EnemyMelee) and Enemy isnt Death (a variable called enemyState on family Enemy) attack it. This seems to work well

    But my problem is when the EnemyMelee is not near the player and Enemy is not death. It doesnt seems to work using the old trick pick familyA, pick familyB by familyB.UID = familyA.UID for picking multiple families. With the code as it is now, It just work for the enemy with the lower UID, It doesnt work with others enemies.

    Im using this code:

    Here's an example of the behaviour: http://www.xhelos.com/c2/example/index.html

    Here's the capx: http://www.xhelos.com/c2/example/solofile.capx

    I really need to make this work on differents families. My idea is that is to create differents kinds of family to control their AI. For example create a enemyShooter Family and a enemyBoss family, so I just put the enemies in their respectives families and they win a new behaviour. That's why I cant put all the code in one family.

    Using the Pick instance with UID doesnt work also.

    What can be wrong with this code?

  • Hi Kyatric, sorry bout that.

    I was telling him to put his problem in spanish so I can translate it to a better english.

  • Hey Ashley, got some updates about this problem. I just found that Installing the 32bit version of Construct2 make it works. I formatted my PC and installed a vanilla windows on it. I test installing again C2 in 64bits and it crashed as expected, but with the 32bit version, it doesnt show any problem. My drivers are up to date, I even installed a beta version of the driver as suggested by Intel Customer Support to no avail.

    So ,well, hope this help someone with the same problem!

  • Hola Ninja, pon en español tu post, yo te lo puedo traducir y colocar en el formato de bugs!. Saludos

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  • Nope, just the Intel Graphic Card.

    I got an idea , how about creating a webpage on scirra to keep the compatibility of C2 in different systems. For example, I got two other machines with Core i5, where its works like a charm. Maybe it just the driver on I7 - 4th generation, will update this post if Intel give me an answer.

    Keep this amazing IDe working

  • Ok I read your advice about bad graphic drivers, so I already send a request to Intel about this problem. Hope it is a driver problem. Nobody with a Intel Core i7 4600 HD got the same issue?

  • Problem Description

    Opening any Project or creating a new Project make C2 behave strangely. Opening a layout or zoming it makes C2 crash

    Attach a Capx

    Any capx crash it

    Description of Capx

    No need for Capx, opening any example will do. In fact just opening C2 without any project makes C2 looks weird, see attachment images.

    Steps to Reproduce Bug

    • Open Construct2
    • Open any C2 file

    Observed Result

    C2 interface become unusable, particulary when opening a layout.

    Expected Result

    C2 should work fine.

    Affected Browsers

    • Not a problem of browser.

    Operating System and Service Pack

    Windows 7 Ultimate - 64 bits.

    Construct 2 Version ID

    Construct2 178- 64bits (although older version crash)

  • Ok 8 month later and we have an update! check out the game. I have put to buyable weapons and a second level!.

    Have fun: http://www.xhelos.com/c2/imbasion/v12

  • I have a theorethical suggestion, but I didnt test it. If your layout is big enough, then at the last part of your layout, put a transparent sprite and make a collision event, when your hero collision that sprite, move your hero to the initial part of your game. If your hero has the Scroll behaviour, maybe it can work!

    Also it is recommended to use an invisible sprite to have the Scroll Behaviour instead of your hero. Make it follow your hero with pin and unpin. It will help for example in places like boss battles where you will want to unpin the invisible sprite so the screen doesnt move.

    EDIT: Now to have the effect that this is a continue map, make it a bit more large, containing a buffer zone equal to the start of your layout, put your collision sprite before that zone and you can get the desired effect. Here's a glorious image of the idea:

  • Just be careful with the order of the Families, for my experience, its better to first choose the family that group more members that the other families, here's a closed bug about it: viewtopic.php?f=152&t=103761&p=778027#p778027

    I created a suggestion for getting some condition like Is Family Member: viewtopic.php?f=146&t=91500, maybe if we get enough people wanting this, we can have this on the next iteration!

    Also this tutorial can help: https://www.scirra.com/tutorials/556/un ... o-families

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jeeba

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