raster's Recent Forum Activity

  • Uh oh. There isn't that much to load as everything is KB in size because I'm trying to mimic an SNES for the most part, so if you're hanging on the loading screen all I can think of is that the Music (which is 50mb) must be preloading instead of streaming like it's supposed to or maybe the condition I'm checking (loadingprogress=1) isn't true. Maybe something is stopping the fade from firing properly. Urgh. It seems to be working for my wife and I (on the same network) and my friend who is in another state, though. I wonder why it isn't working for you.

    Here's the event sheet for the loading screen:

    EDIT: As far as the sound freeze glitch, it appears I was using an advanced sound action to calculate the position of the sound. I've changed it to a standard play action and it seems to have cleared up. In regard to the loading issue I've removed all of the music and reimplemented it in case it was due to the way the music was imported. It's now been reuploaded. Please let me know if it lets you access it.

  • Hey guys. I'm having an issue when my game loads a specific sound. It happens when the player picks up a shield repair orb (the blues ones). The entire game freezes for a split second the first time and then it resumes and plays properly for the remainder. The project is set to preload sounds and I've even used an event to preload the specific sound on layout start to no avail.

    You can find a playable version here: https://dl.dropboxusercontent.com/u/224169046/HZRD/index.html

    Any thoughts?

  • Are you still looking for team members?

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  • A little bit of an update for StarHZRD:

    https://youtu.be/qyZwEd4Y_a8

  • Bandicam has a free version if you're not adverse to watermarks. Other than that, high quality with many different codecs to compile your video to, including mp4.

  • Hmm. even changing them to reference one another and remove multiplication (as you suggested) they still spawn with an of >1500. :/

    And no, the waypoints are stationary.

    EDIT: Allright, seems we've sorted it. I changed the spawn point of the head to viewportright and viewportbottom instead of windowwidth and windowheight. I then had to change the speed of the segment to 254 as it referenced and unknown Spine_Head. Phew. Here's an image of the revised events. Thank you SO much for your help! It helped tremendously!

    and in action:

    https://youtu.be/A-w__06YnwA

  • A closer look at one of the events in 78. I understand that the way the text loops around may cause you to easily miss the multiplication normally. But you can see here that each iteration of segment increases the distance on the x that is multiplied by 1.

    The first is at +64. the second at +64*2, the third at +64*3, etc...

    I'll try what you suggested though.

    EDIT: After checking the debugger I see that they ARE spawning but WAY off to the right. I'm wondering if it's ignoring the order of operations and instead performing the addition before the multiplication. Thereby adding the head.x +64 THEN multiplying the resulting number instead of just multiplying the 64 and THEN adding that to head.x.

  • so it ignores the multiplications? The first is at x +64. The second at +64*2, etc...

    I've updated the waypoint change as you suggested. I completely agree.

  • lol Sorry, I just noticed that 80 wasn't opened in the shot. Yes, the destruction events are in there. Here are the contents:

    They should be destroyed when a certain distance off of the left of the screen is reached.

    Each segment should be spawned at the same y as the head with a 64 pixel (that's the segment_space variable) gap between origins on the x axis. I wondering if they are being spawned and just aren't headed on screen due to something going on with bullet instructions. I'll check the debugger for spawned events, thanks for the heads up.

  • Hey everyone! I have a set of events that create a Head object and Segments that follow way points. The interesting thing is that they fire perfectly when the Head is hand placed on the layout, but any time I try to create it using the system action it simply refuses to create the segments. It's starting to get very frustrating.

    Here is all of the code for the Spine enemy:

    And a video of the issue. As you can see, the first Head instance is hand placed on the layout and runs as intended. Every instance after that is created by System>Every 15 second> Create the head (which in turn is supposed to create the segments, etc.)

    https://youtu.be/pDV40-VpQrk

    Any ideas or help would be appreciated.

    I also ran into in issue where it says that certain instance variables are <varied> when there is only one instance of the object in question. (I even deleted it and received the warning that it was the only instance, then recreated it)

  • Working on something for a retro game jam. Not sure if it'll make the deadline because of life complications, but I'll finish it up anyway. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

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  • Game Artist, Designer, and Programmer here. I'd love to join your project!

    Portfolio: http://www.cygnastudios.com/portfolio

    Feel free to send me a PM! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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raster

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