Tokinsom's Forum Posts

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    Construct 2 Check failure

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    Check failure! This is probably a bug:

    Unknown layout property modified!

    Condition: false

    File: Bars\PropertiesBar - Layout.cpp

    Line: 217

    Function: void __cdecl LayoutPropertyChangedHandler::OnPropertyChanged(const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 82 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    Happens when changing the layout height via the "Layout Size" property, even in new projects.

  • Arima Wow sprite bank sounds incredibly useful here. I will look into it! And yes, creating a level editor in C2 seems infinitely more difficult than creating one in CC. I want to say it's not even worth the trouble. I'm glad to see there is a .tmx importer and such, but in the end I highly doubt that will cut it.

  • Assertion failure: No default instance when creating object. You must have at least one instance of every object type in at least one layout. This will be fixed in a future build...

    Sorry to be pushy but will this be addressed soon? I've deleted all of my game's levels in order to remake them from scratch, but the default instances went with them. I'm not sure which objects aren't in certain layouts already, so it seems I'll have to add one of every single [created] object to the opening layout to get past this. More of an inconvenience than anything, but eh.

  • That is genius, and so simple! Why is this not built-in?! Anyhow. I might attempt to implement this with my player, enemies, and items (would be easier with containers) but it gave me a few other ideas as well. If I go with option A then I'll be using camera zones, which will allow me to "deactivate" and make invisible all objects outside of the current zone, which should be enough. I could also attempt to destroy all previous rooms since there is no backtracking. That will only improve performance as you progress but hey, it's something.

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  • My game currently features gargantuan single-room levels but, simply put, they're too damn big and slow down the game.

    That said, I'd like to take a Kirby approach and have small/medium sized rooms with doors that bring you to other rooms (not like Metroid, like Kirby!) These rooms combined would create a single level.

    The problem is how to go about this..I could

    A)

    Have all the rooms in a single layout and create camera zones to restrict the camera to one room at a time. When the player enters a door, he's simply teleported to a different room & camera zone.

    Problem with this is the levels will now be twice as big as they were in the first place, as every single room is crammed into a single layout, all running at the same time.

    B)

    Have each room in its own layout..but then we're talking 5-10 layouts for a single level, which could get very messy very fast. I'd like to avoid this at all costs.

    C)

    Create an array-based level editor and load the levels and rooms externally as you go, keeping the entire "game" in a single layout. Unfortunately, to my knowledge this isn't even remotely possible in C2 - arrays can't even be saved or loaded. My ignorance of web-based game development is really screwing me here.

    So yeah..anyone have any ideas? I'd love to hear them!

    (Sorry maybe I should've posted this in the "how do I" section)

  • I don't think this is a bug with C2 itself but who knows.

    A while back a new C2 build was released and since then sounds do not play on my speakers. They play on my headphones though.

    I shrugged it off thinking it was something with my audio settings but I've checked everything I could think of and sounds still don't play through my speakers. Music works just fine on speakers & headphones though..

    Any idea why?

  • Instead of setting its angle to 0 (right) and 180 (left), set it to "not mirrored" (right) and mirrored (left).

  • A lot of the stuff these 3rd party plugins do can be done with just events; the plugins are just more convenient. Yes there are important plugins you'll want for each platform but not having them for each one is kind of expected.

  • Your animations are conflicting (multiple animations trying to play at the same time). Youll want to use event groups and variables to make sure only certain animations play at certain times.

  • Not sure if you could consider this "advanced" but it might be of interest!

    That was ~3 months ago too..you can now swim and other things and there are a few switch-block puzzles and stuff.

    /shameless advertising

  • Some of the worst games I've ever played had amazing art.

    Some of the most amazing games I've ever played had horrible art.

  • Just tried pre-loading all the sounds per level, which did the trick! I thought you just had to pre-load them once. Is there any drawback to pre-loading all the sounds/music at the same time? I didn't notice any pauses or anything at the start of the layout so..

  • Sorry to bump but uh..

    There'll be a little bit of latency on some sound effects on the first play, but it probably won't be very noticable if there's no latency on the preloaded gun/explosion/etc.

    It's very noticeable; it often takes ~2 seconds for a sound to play for the first time (if it plays at all) and it does not reflect well on your game. I've tried pre-loading all sounds but it doesn't really help. Do you have to pre-load sounds for each layout or just once at the opening layout?

  • Ashley Yep, that fixed it :)

  • Any time I try to add a sub-event C2 crashes.

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    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Getting event sequence number from event without one assigned

    Condition: sequence_number != 0

    File: Projects\Event.cpp

    Line: 30

    Function: unsigned int __cdecl Event::GetEventSequenceNumber(void) const

    Build: release 80 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

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    Abort   Retry   Ignore   

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