MoscowModder's Forum Posts

  • I took another look through the code, and it looks like nothing in my (real) game project is using the No save behavior anymore. The bug still persists. Has anyone else encountered this before?

  • Okay, well, that's frustrating. In the stripped-down example, removing "No save" fixes the bug. BUT, in the actual game, removing it didn't change anything.

    Anyway, I might switch the blood back to a particle spray, but there will be a lot more things in this game that use the physics behavior.

  • Okay, I've got a really frustrating problem that's been bothering me.

    In both my completed game and my in-progress sequel, physics objects (like the metallic shrapnel or blood that flies off of a player/enemy on hit) will freeze in place after you die and reload a checkpoint. This doesn't happen in the minimal CAPX I built for this purpose so it must be a bug in my code, but I cannot for the life of me find it.

    Here's my working minimal example: https://www.dropbox.com/s/of4l9fsal6ssr7q/Physics%20Freeze%20Demo.capx?dl=0

    As the on-screen text tells you, you can save and load the demo's state with Enter and Space.

    Here's my example with the bug: https://www.dropbox.com/s/gbdxgcf9w2riyaz/Physics%20Freeze%20Bug.capx?dl=0

    This is a stripped-down version of my game, with just about everything irrelevant removed.

    1. Hold D to move right, and you'll run into the enemy and see a spray of red pixels when you hit it.

    2. Run into the enemy again to have it kill you. Notice the spray of red pixels again. The game will reload the save.

    3. Run into the enemy again. Notice the pixels will all stay in one place.

    4. The red pixels may start moving again as if nothing happened after an indeterminate amount of time.

    The relevant code is in the event sheet #Player, under the group "Player Collisions".

    A thousand thanks to anyone who can figure out what's going wrong!

  • Yeah, those sound like neat ideas.

  • That's a neat concept you've got there! It's really hard to get used to the gameplay, mostly because a) I'll reflexively move both cars (or just the wrong one), or b) I'll move a car too soon and it will hit something next to it. That's not a criticism, just a comment.

    For whatever reason, the full screen button in the arcade wouldn't work on my phone. That's not your fault, but perhaps you may want to consider adding your own fullscreen button?

    Also, are there keyboard controls for this? Since the controls are so simple, it should be pretty easy to support both touchscreens and keyboards (unless you've already done so and I haven't noticed).

    Next, there are some spelling and grammatical errors on the instructions page (like "vehicals"). Might want to take another look at that.

    Lastly, the gameplay seems rather repetitive, with nothing but stationary things to hit and stationary cars to avoid (unless I just never got far enough to see anything else). I think it would be cool to add some random events, powerups, moving obstacles, or whatever else just to keep it interesting.

    Anyway, it's a fun game to pick up and play for a couple of minutes. Nice job!

  • GameJolt page

    (Pretty much everything in this post is also there)

    itch.io page

    (Pretty much everything in this post is also there)

    Subscribe to Construct videos now

    (Worth a lot more than 1000 words)

    ------------------------

    STORY

    In this galaxy, there are many who seek to cause chaos...

    ...from pirates to warlords; from thieves to conquerors...

    ...and that is what the IOTA Coalition exists for.

    When trouble arises on Appenna, it is up to you to take up the sword of Nightmare to carry out swift and lethal justice on the coalition's behalf, and eradicate the enemies of peace.

    But when you arrive, be ready to find more plots and schemes than you bargained for. Not all secrets were meant to be uncovered...

    FEATURES

    * Fast platforming and brutal combat challenges!

    * Tons of unique weapons and tools to mix and match!

    * Flexible difficulty settings to keep gamers of any experience level engaged!

    * Short but engaging story with juuuust the right amount of cynicism!

    * Fierce, punishing boss battles!

    * Bonus: Endless combat challenges and boss rush mode!

    ------------------------

    Check us out on Facebook!

  • Hello! I've got another game to put on that (rather short) GameJolt listing:

    https://gamejolt.com/games/carnageinspa ... ion/270042

    Thanks for maintaining this list!

    Edit: The game is also on itch.io now: https://moscowmodder.itch.io/carnage-in-space-ignition

  • That's what I thought too, but switching it to release configuration, deploying it to my PC, and running it from the start menu doesn't help either.

    Note that the framerate is fine - it's *only* the input that lags.

  • I've found a distressing issue when trying to make a Windows Store build of my game.

    When I test it in Chrome from Construct 2, play the HTML5 version from my website, or play the Node-Webkit build, everything works correctly. But when I deploy the game from Visual Studio and play it, my keyboard controls sometimes have some really bad input lag. Sometimes, I may be walking one direction, then I press the other direction to turn around and it takes an entire second to stop moving forward.

    Has anyone else ever encountered input lag like this in Windows Store versions?

  • I'd like to make two versions of my game - a demo version to put on my website (with only the first couple of levels) and a full version to put in stores.

    I realize I could just make a global variable to tell if the game is in demo mode, but I'd rather not have to toggle that every time I make the builds for every update.

    Is there an easier way to do this?

    One way I thought of (if only I could pull this off in C2) is to make the game look for the presence of a file which has a variable (0 or 1) in it. The trouble is, the only project files C2 seems able to access are ones that are part of the Construct 2 project and will get exported with the game.

    Alternatively, is there a way to tell if the game is being played on a certain URL? Or tell the difference between playing in the browser or playing in a Node.js wrapper?

  • Wow. You just solved a problem that's been stumping me for 2 years. Thank you so very, VERY much.

    It was a bit of a hassle to copy all of the relevant animations with their moving "hand" image points from the player to the movement object, but with that done it works perfectly.

    Seriously, thanks a lot.

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  • Bummer. Well, thanks for letting me know.

  • I've got a song (and very likely going to be several) that start with an intro, finish the song, and then loop back to the end of the intro. Is it possible to set the loop start point of a song, OR to set the playback position of a song to a specific time (example: set position to 0:08)?

    I can always get the songs split into 2 audio files, but I'd much rather handle looping in a "nicer" fashion. Can I do that?

  • Turns out you were on the right track, R0J0 - the very next event after the screenshot did something similar but picked Claw_Top where UID equals Claw.ClawTopUID. I swapped that out for a pick by unique ID, and the problem was solved. Thanks for the tips, people!

  • I don't see how a for each condition would help - I only want it to happen to one pair of the objects.

    Here's a screenshot:

    Claw = ObjA; Claw_Top = ObjB; CutscenePoint = Marker