TELLES0808's Forum Posts

  • Arima

    I'm having troubles with Chrome, it won't open the game here and everytime, to work, I need to clear the cache.

    It's happening on Equilibrium (where nothing changed on the game, but the Chrome is up to date) and on a test game.

    goo.gl/oT46J

    That's the case of downloading the update too?

  • Okay, thank you Whiteclaws

  • WizLore ,

    By what I know and my personal experience, C2 will load only the things necessary for the loaded layout, so, if you have a layout with everything, it will download everything, but if you have each layout with their sprites, so, C2 will download them only when necessary.

  • Whiteclaws , you can give me a sample .capx please? I'm totally retarded when talking about JSON.

    Thank you Whiteclaws and Ashley

  • TELLES0808

    Im not sure I understand what you mean (my apologies if that is the case).

    If you destroy the 'bullet family object' instead of the 'general bullet object' then only that 1 should be destroyed since it is picked in the event.

    Thank you, so, if you check a family, and if it meet the requirement, and I destroy the family inside the event, it will work only for the family object who is meeting the requirement?

    I was thinking exactly the inverse, but this way make sense too.

    Later I post here the two procedures and their real results with a sample file.

    When you use families for collision check to destroy a general bullet then its going to assume if any sprite object in your "family" collides with player, then only the general bullet is destroyed. If your general bullet is in the family as well then it would be destroyed too.

    Its gonna depend moreso on what your wanting to achieve. You could normally check for the instance of an object, if that same particular object is placed on the screen more then once, maybe then you would check the instances of the object and destroy the one you want to destroy. Now if you have all the general bullets in the family and you want them all to be destroyed, then family would be the easiest way since there basically grouped together as one sprite type.

    But if there's a specific bullet you want to be destroyed, and you want the others to be in the screen, then go for the instance check instead because then you could target which bullets be destroyed, and which bullets be on screen.

    I'm still a bit fuzzy on what I had just read

    That's the point, if I assume to check any bullet of the family is on collision, but destroy only the specific collided bullet, I'll need to check all the individual bullets again?

    If you check for collisions within family, you should also set the destroy event to the family, not individual bullet object.

    If this is the case, family is only about the entire group and don't have use for their individual objects inside the family?

  • GenkiGenga

    But so, it's the same of destroy the family, right?

    It's not better to destroy only the instance checked, instead of the whole family on the screen?

    And give the possibility to destroy the family by making it destroy the family?

    Just brainstorming.

  • Link to .capx file (required!):

    CAPX by email.

    goo.gl/oT46J

    Steps to reproduce:

    Hello Mr. Ashley,

    I'm having trouble with this game, because I don't have idea of why the hell the enemy sprite is increasing his size on the temporary canvas.

    I did a test on a specific step of the project, making on the start of the screen to the layer scale to 200%, was not what I was looking for, so, I decided to undo all the job, and after it, the enemy still scaling but now, over the time, and I watched all the code, including the XML to find any mistake or residual code, and found nothing.

    Edited: Ashley , I found the cause, but it's more weird than before... I set the enemy to play an animation without loop, and everytime he finish the animation, shot, and restart. After trying to isolate the problem, I disabled the restart animation action and it stoped to resize, but stoped to loop the animation too...

    Also, because of that other problem I had, while editing the sprites outside the Construct 2 and reloading them, the first sprite was not updated, and after reloading this specific sprite, it update his size to be a little bit bigger than the others, but on the original image, it's not. So, all these steps whould contribute for this problem.

    If you have the first frame bigger than the others, and restart an animation manually, the sprite will increase or decrease his size.

    Observed result:

    The enemy ships are scaling when it's not supposed to happen.

    Expected result:

    Still the same size.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 8

    Construct 2 version:

    R124

  • Hello,

    I would like to ask if this is common and right or a bug:

    I'm checking a family overlapping an object:

    • Family Bullets is overlapping Player: Destroy bullet;

    and it's destroying all the bullets on the screen.

    But I supposed to check a family and destroy the object would give me the able to check any type of bullet and only destroy that I told him.

    So, going ahead with this mentality, I can make bullets that can pass through the player and others being destroyed on contact.

    But by the other side, I could check the family and make to destroy the family, but that check didn't encapsulated the event only for the specific object meeting the conditions?

  • Link to .capx file (required!):

    Any Sample file from Construct 2.

    Steps to reproduce:

    1. Open a sample file from scirra C2;

    2.1 Create an animation with 4 frames, paint the entire area with white, for example;

    2.2 Create another animation with 4 frames, fill them with black color;

    2.3 Clone the second animations;

    3. Save the project as folder;

    4. Go to the folder;

    5. While with Construct 2 opened, copy the animations file of the first sprite object to the second object folder, overwrite them;

    6. Copy the animations of the third sprite object to the first object, overwrite them;

    7. Go back to the Construct 2;

    8. Go inside the animation editor on the first object and select the menu to reload from the disk (the bottom window, on the dropdown menu).

    9. It will update the white sprites with the black one;

    10. Go to the second object and watch, it updated all the frames, but the first frame still black;

    Observed result:

    C2 ignored the first frame of all the other animations while reloading the sprites from the disk.

    I'm dealing with 200 sprites on this project, and always need to retouch the animation, resize the entire frame sequences, etc, also, another person is helping with the arts assets, so, we are using the save in folder feature on the maximum.

    But, when it miss to update the first frame of all the other animations, and you updated a lot of animations, it became a problem hard to handle...

    If necessary, I can reproduce it in video to help understand the problem, I'm here to help, just it.

    Also, I observed this with resized sprites, the sprites objects on the canvas, after the first reload, are all with the same size, but when I go inside each one and manually reload from the disk again, to update the first frame, that object will update his size on the canvas.

    Maybe it is related, the first frame still with the the old size to keep on the canvas the original size, after reloaded, it updated the canvas too, maybe one is preventing the other to update.

    Thank you.

    Expected result:

    Not happen the missed frames.

    Operating system & service pack:

    Windows 8 32 bits

    Construct 2 version:

    R124

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  • Ashley

    I'm turning off the backup system because one in 3 times I try to save and it simple never finish the saving status.

    On the left bottom side is write "saving auto-backup file".

    I tried to turn off on dropbox, on hard drive and only work fine when disabled.

    It is happening on every file I tried, also on the sample files of C2.

    I can show you anything else, maybe a debug, or other way to help find the problem?

    If necessary I can film it.

    Edited.:

    Oh man, this last time, I lost all the job, because the backup made on the last save was 15 minutes, and the main file was not saved properly, also, the copy files are olds too.

    I'm using the folder style to save the project.

    Another thing, I watched the system and Construct 2, while on the problem, was using 0% of the HD, 0% of the CPU too.

  • Hello everyone,

    Construct is earning many new features and it's so nice!

    So, to miss the possibility of don't suggest this feature, I decided to try.

    In one of the most famous Game Makers of the market, exist a great feature, called by Path.

    It work giving to the developer the power of draw a line and then make things follow it.

    The line is always modulated in points, so, you can manipulate the line between two points to make arcs or straight lines.

    Okay, you can make it using timers and sines, but what I'm proposing is a thing easy to be used by everyone, but hard to be done by Ashley, and that's the point.

    I hope this idea gain power, because it can have many, many, many uses, beginning on Tower defense games, going to racing games, passing on tug of war games, vertical shooter, horizontal shooter, RPG games, platform games (giving the possibility of making AI much easier to follow the player) and finally, a path to the Canvas/Camera follow.

    Screenshot:

    <img src="http://s3-ap-northeast-1.amazonaws.com/rpgmaker.assets/files/buildscreens.png" border="0">

    These little lines with points where they change the direction is the Course line.

    http://www.igmbrasil.com/help/03_0515-layoutcourse.html

    igmbrasil.com/help/03_0515-layoutcourse.html

    igmbrasil.com/help/03_0512-layoutgadget.html

    <img src="https://dl.dropboxusercontent.com/u/47035927/Samples/course_rpg.jpg" border="0">

    <img src="https://dl.dropboxusercontent.com/u/47035927/Samples/course_space.jpg" border="0">

    Behind the scene, the intuitive of placing nodes connected by lines representing paths, combined with the Sin behavior, can be very interesting.

    Thank you.

  • Ashley

    I would like to ask you if is possible to implement two things too.

    Feature requested:

    • Last saved data;
    • Local saved data list;

    What expect from these features:

    • Last saved data will be used to make easy the implementation of the Continue button, picking the saved data with the newest date;
    • Local saved data list will be loaded inside a special string saved with the save data, so, when you want save the game, you can restore the list to give to the player the saved list, with date, hour, etc, and he will can replace one of the save slots or make a new one.

    Also, it will make easy to make a list for a Load menu.

    What the deal without these features:

    Actually, I'm figuring out how to implement a load menu with 3 slots, and a continue menu too. Maybe it's simple and can be achieved with less than 10 events, but I have no idea of how.

  • zatyka thank you dude.

  • It can be extended to layer names, layout names, etc =]

    One of the best features of C2 is integrate the names, and now, as it is, is awesome, but with these adds, would be outstand!

  • Solved.

    This is more simple than I was thinking, thanks to Ashley sample template I figured out =P

    Now it's just time to build the best collision system and repulsion.