shinkan's Forum Posts

  • Problem Description

    I can't reproduce it with new project but I will describe it anyway as a potential bug.

    I've noticed yesterday that while I'm in event sheet editor (having many different objects placed on layout with many events for that objects) sometimes when I delete object from Projects panel it will crash C2. It happened 6 times in 5 hours while working only in C2 yesterday and 3 times already today. Unfortunately I can't reproduce or pinpoint why deleting random objects makes it crash.

    Usually when you delete an object all events for that object are removed as well. But this time object disappeared from Projects panel - all event stay intact, then C2 froze for few second and crashed without any popups or anything like that.

    I'm using only Projects panel... I think I never used Objects panel so can't say if this is happening from there too.

    Steps to Reproduce Bug

    No idea, it's too random :/

    Observed Result

    Froze, crash, time lost

    Operating System and Service Pack

    Win 7 64bit sp1

    Construct 2 Version ID

    C2 R169

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  • Sorry for double post, but I cannot edit my first post :/

    I've modified a file a bit, cause I'm trying a different approach. Instead of moving objects/enemies I'm moving Points which let me more easier spawn and actually pin objects to "points" and move them correctly.

    My issue is still the same unfortunately but on the other side. On the left there a sprite (future player character) and it should move vertically only keeping shape of the wave.

    And still can't find a solution for that. Closest to what I want is current setup Sprite: Set Y to points(3).Y but there's a little jump where points are destroyed and new one created. Which kind of break the flow of the sine movement.

    One more thing. Points must preserve their IID, so one one the left must have IID=0 and one on the right IID = 9 - because I'm using canvas to draw some vertical lines between them and other stuff - and there's no way to use variables to control lines and curves (at least I did not found any :/) in Canvas plugin.

    Once again, any help will be very much appreciated. ...now is more like a begging

  • Now all frames have different sizes and all of the origins also have different values.

    This should not happen, you can place origin wherever you want and it will stay the same place after cropping.

    Did not tested this in newest beta...or even last stable version - so either there's an issue on C2 side or your side.

  • There are 9 sprite instances called "points" with sine behavior (all set to vertical with different Period offset) to create some sort of wave movement.

    Sprite is created somewhere on the right - outside the layout, and always moves to the left.

    What I'm trying to do is to make that Sprite follow a path made by "points" with sine behavior, something like sinusoidal movement along path.

    Sprite origin should slide along, above the line made by "points" but maintaining that smooth curved line position. Also I want to control "points" Sine behavior Magnitude and Period and Sprite speed at runtime so transitions should be as smooth as possible.

    Been stuck on this for last 3 day so any help will be very much appreciated.

    btw. Canvas plugin is there to only visualize what kind of path Sprite should follow.

  • For example you gave animations "run1", "run2", "run3"

    Then you can set Sprite" Set animation to "run" & choose(1,2,3) - this will play random animation form those three - Would not be possible with drop down list for animations.

  • Did you try to export and compile any other project (for example from Construct 2\Examples folder) Did they show black screen only?

  • Crosswalk by it's own, without any plugins adds ~17MB.

  • As we all noticed from many examples posted in the past (especially by R0J0hound) dynamic lighting system is very possible to do in C2 and it's working quite effectively (high and steady fps with low cpu usage) Been using myself modified version of "mario_record_w_shadows.capx" with very large layout and high object count and never had any problems or slowdowns. Those files stated by eli0s even works nicely on mobiles.

    And I will add a request from myself for official version of the light/shadow plugin.

    I do not believe that this would be difficult task to do - at least not that difficult as multiplayer plugin

    I could see it as a plugin, an object you add to layout that work as a light source. You could set color, cone angle, falloff, glow etc. And every object of that kind added to a layout would work as a separate light source, so you could have multiple lights scattered across the screen.

    And then you will add a behavior (shadow caster) for every object you want to have shadows, again with few options to set. Like shadow opacity, shadow color...

    R0J0hound is using imagepoints to define objects shadow border/area... But we already have polygonal collision masks with vertices - why this vertices can't be accessed and be used instead of image points?

    But well. It's just a nice dream to have for now. But I do believe this is possible to do at this moment.

  • I would rather say startup properties of any behavior be very useful in events.

    Let's take Drag & Drop for example. You can only set Axes on instance in layout editor and then you can't dynamically create some objects that can move only horizontally or only vertically while dragging. You can't even have two Drag & Drop behaviors on one object to toggle them to set what you need. So you stuck on this and need to workaround using quite few events.

    Would not be better to only set

    +Create object Sprite on layer Z at  (50,100)
    +Sprite: Set something
    +Sprite: Set DragDrop axes to Horizontal
    +Create object Sprite on layer Z at  (100,100)
    +Sprite: Set something
    +Sprite: Set DragDrop axes to Vertical[/code:2y0ez5af]
    
    Same goes to Fade behavior. Fade behavior is very simple and very useful for a lot of different things. But there's only Start and Restart actions and not a single one expression. And same thing with creating objects on runtime, If you set parameters for Fade they are final, and every object you create will have exactly same behavior.
    
    I've always treat behaviors as an option to easily and quickly add some functionality to objects. Obviously You can make most of behaviors using more or less events (which I'm doing every time instead of using Fade, simply because there is no control over it) but what's the point of doing something from scratch if this option is already available to You by few simple clicks?
    
    That's why letting user to control all aspects of used behavior would be extremely useful. Someone with advanced knowledge of C2 will find that more pleasent to work, because there will be no need to add more variables and events to do simple stuff. And for people who just started working with C2 will still have simple options to set in editor without using any events.
    
    Ok then here's the list:
    1. Fade
      - Set Fade in action
      - Set Wait action
      - Set Fade out action
      - Set Destroy action
      - On fade in finished condition
      - On wait finished condition
      - Get Fade in time expression
      - Get Wait time expression
      - Get Fade out time expression
    
    2. Drag&Drop
      - Set Axes action
    
    3. Sine
      - Set Period random action
      - Set Period offset action
      - Set Period offset random action
      - Set Magnitude random action
    
    That's all from me. Sine and Fade especially. These two are very powerful and stupidly easy to use, adding more freedom to them on runtime creation will make them have probably  unlimited applications.
  • I'm aware of that and that's why I'm asking ;P

    I was thinking about posting a feature request, but there are already a lot of them asking same thing - mostly for Fade behavior what I've noticed and from long time ago.

    But ok then. I request to add all missing properties for all behaviors to be able to accessed them in events.

  • Ashley is there a specific reason why some behaviors do not have action, expressions... for some parameters?

    Like for example there is no "Period offset" in Sine behavior.

    Now the question, should I modify official behavior to add missing parameters? - probably not, because You may change it yourself or add some optimization to it in the future.

    Or should I simply duplicate it with different name and then change in myself? - which is kind of dull to have two almost exactly the same behaviors.

    and there's quite few behaviors like that: Sine, Fade, DragDrop...

  • Wygląda na to, że w jakiś sposób przywiązałeś ruch potworków do ruchu ekranu. Jakbyś podesłał capx'a to bym spojrzał o co chodzi.

  • 25kx25k layout is big, but it should not matter. question is how big and how many objects are you using?

  • In the debugger there is something called "Profile" - next to "Inspect" and "Watch" on the right side. It will show you some % of things that makes CPU hard times.

  • It looks like your monster do not stop on invisible walls and just falls down when they reach edge of platforms.

    btw. Are you from Poland? Poniewaz moze bylo by Ci latwiej opisac problem w normalnym jezyku?