Nitro187's Recent Forum Activity

  • Ok, so I have two enemies that I do not want to touch each other when they fall... without using solid objects, as I'm using a drag and drop feature... so I have this setup:

    Enemy Object, with 4 instances on the screen

    if Enemy IS overlapping Enemy at offset (0,8) then change ONLY THIS instance variable "me" to 1

    else continue to fall

    Problem is... it'll changes the instance variable of "me" of the other object to 1, instead of the other.... or both... is there a way to fix this from happening?

    Attached is an example that describes this problem... if you see in the code, it's set to make the instance "false" when it overlaps... but all it does is makes the one it overlaps false, but not both... it's complicating, but hopefully you can see what I mean in the example. Right click on the screen to spawn more 'falling' enemies. The ones that are there at start up, fall... and then change their variables properly... but the ones you create at startup, have no idea what's going on when it comes to changing themselves when they fall on top of another object, only the 'ground'... even though the code is in there. Try dragging and dropping around the ones that already hit the ground... notice they no longer fall? Now try a spawned object that hasn't hit the ground, but hit another object.... it SHOULD behave the same way, but instead, it continues to fall.

    [attachment=0:3l90wfat][/attachment:3l90wfat]

    There has to be a way to interact with two different instances of the same object when using conditions\actions... right?

    I'm thinking more of a define option, like this maybe, for times when you using the same object:

    Condition:

    Object(0).Click

    (btw, I know it's easy to select a specific iid here)

    Action:

    Create-> Object(1)

    (but there is no way to grab the iid here, and use it in the next action, as you can see)

    Set position (Object(1) to Object(0).x+200 & Object(0).y+0)

    (at this point, "Object" is now ONLY using the newly created one)

    Delete Object(0)

    (continues to use the newly created instance)

    Is this at all possible? This would be amazing.... cause instead, what this does (without the possibility of the bold'ed items) is deletes the object you JUST created.

    Thanks!

  • You may wonder why the hell I would have a file locked.... well... tell that to Google Drive, Dropbox, and most recently a virus scanner.

  • Here's a more step by step method:

    1) Open up a project, and wait until it does an autobackup. (file will be named "<yourprojectname>.capx.backup1")

    2) Lock that file some how.... here's one way to do this: install WinRAR, right click on the file, go to 'add to archive' then while it's compressing, press 'pause'. That file is now locked until you release it from WinRAR

    3) Now with that file locked.... make a change, and try to save the project.... good luck!

  • Problem Description

    Construct2 freezes when saving or backing up if one of the files are in use.

    Steps to Reproduce Bug

    • Open any project, and have the project create an autosave file
    • Make that file in use (open it in a program that will lock the file)
    • Try to save, or let the auto-backup happen

    Observed Result

    Notice Construct2 tries to save, but gets hung up and stays on the 'saving' screen... even after the file is no longer locked.

    Expected Result

    It should give you an error stating the file is locked and you cannot save, or save, but under a different name, etc etc etc.

    Operating System and Service Pack

    Windows 7 64bit SP1

    Construct 2 Version ID

    All versions... it has done this for a while, I just keep forgetting to report it.

  • So is this 100% not an option, or would this possibly be considered? If it's not ever going to be considered, I really need to think of another method... this is the only one that seems to be the best one to me.

  • dunno if this is what you looking for but mabey build the game with all the dlc in the game but only accessible through code input.

    so players that buy the code can gain access to the code thats already written in the game. then any time you come up with a new map just write it into original code then change ver number then make new access code.

    Although that is doable, there are lots of different ways to get around not having this feature, which is why I'm making the feature request. In the end of the day, all game developers should do that... but time restrictions and so on make it impossible to put all the content you want into your original game... and without having people to re-download and re-install everytime you want to give an update, it's hardly a solution... but thanks for the idea.

  • You could just have new content as a separate project altogether than just link to it via HTTP.

    Then it would require you to re-load an entire project... and they wouldn't be able to go back and forth easily... just not very efficient I'd assume.

    Would it even be useful to load layout XML files from Construct 2? Then everyone who wants to design levels for your game will (probably) need a C2 license, and you have to share a significant part of the source project in a ready-to-use form...

    More money for you guys, no? In the end, if you're only giving it to people you want to create levels for you.... say if you have a team of level builders for example, then sharing the code shouldn't be a problem anyways... if you even had to. The main reason is for downloadable content, not having to re-download the entire game... just level data. At that point, you already own the source project, and shouldn't be a problem... not to mention, it would be a lot easier for people to implement, than an entire level editor\loader parser. Point to a URL\Filename of the XML data, load it - and treat it like a loaded Layout.

  • I don't see the need. Surely level creation could more easily be handled by importing , for instance, a new json string that contains the layouts for new levels, then just create the levels on the fly based on the new data.

    Granted, not as simple as it would be to have a level you can build by dragging and dropping in the C2 interface... then copy the XML data, and use that as a load level function. The way you're suggesting would require doing everything manually in text format, as well as building a level creation parser, the ease of which strays away from the "Drag and Drop" attractiveness of Construct2.

    I'm thinking more along the lines of the complexity of how some levels can get.... parallax... 20-30 layers... multiple items with different instances..... not something easy to do with what we currently have available.

  • I would like to load a layout\event sheet (just a layout I think would be safer....) that's outside of my project.... for example, for DLC. Is this at all possible? Even through a plugin? Essentially, I would like my customers to be able to download the game... and then as new levels are created, etc etc, people can download small 'patches' or DLC, and it'll read them and load them up as if they were inside the project. I know this is not difficult to do in HTML5... but perhaps this would require a huge undertaking for Construct2 to have as a built in feature.

    Anyone?

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  • Cause I only want one instance of my plugin.... to have a canvas, you'd have to require multiple instances - and I don't want that.

    No worries though, I modified the canvas plugin to my liking.

  • scirra.com/manual/156/c2addon-packages

    Yeah, I know about c2addon... however, once you 'install' this addon, it essentially puts the javascript files of your plugin into the users folder... and it's very easy to rip into these and get all your hard work, etc etc. I'd rather have it so they can't do this.

  • However, there will be updates to my plugin over time... is there some sort of opensource application out there that anyone knows of, that I can manipulate (without having to re-invent the wheel), and package with my plugin so that people can just open the application and sync to get the latest version? Just a tiny application is all that's required.

    Second:

    Is there a way I can package my plugin, so that no one else can copy it? I can always minify it... but is that my only option?

    Thanks.

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Nitro187

Member since 26 Jan, 2014

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